Monday, September 18, 2023

Mythic Americas: Tribal Nations vs Maya

 I was quite excited when this game was announced and ordered the starter box at or shortly after its release. I painted up most of the Tribal Nations from the box and ordered some more but was distracted by other projects before I finished painting them. Mike got some Maya when they became available and was also distracted in his painting but we both now have enough to play with (admittedly some of mine are not painted as much as I would like) so we played a game this past weekend.


Mike has posted his version of results here

 



 Based on what Mike had painted we went for 737 points (a good round number!). I wanted to try everything I had so I had the Sachmen with body guard, a Medicine Man with a single bodyguard, a unit of warriors, a unit of archers, a unit of eagles, a unit of Sasquatch and the Wendigo. Other than the bodyguard for the Medicine Man I had no points to spare for upgrades.


We decided to play the first scenario, Build Altars for the Gods (build an altar on the enemy side of the table and protect it) and I had the Call the Storm devotion which rewards me for casting a spell on the enemy side of the table and the Maya has Divide and Conquer which rewards them for sticking close to a particular enemy unit. Since we didn't really have much sense of how things would play out we weren't too concerned about the victory conditions and were playing more to learn than to win.


We both cautiously advanced on the first turn (I did use one of my blessings to move my wolves to within striking distance of the Mayan spell caster). I might have been a bit too forward with the Wendigo moving him up with both his activation dice.


 

Not wanting to lose my Wendigo on the very first combat I charged the Jaguar People (don't remember the proper name) with the Sasquatch unit. That charge went reasonably well killing 2 stands and taking no losses


My Wolves charged into the Mayan spell caster and her bodyguard and that didn't do so well. I did take out a few of the bodyguard (but they came back due to a blessing a little while later ) but I lost most of my wolves.

Later in the second turn the Jaguar People wiped out the Sasquatch only to be killed by the Wendigo who then used his second die to charge into the Mayan Archers. My Eagles tried to drop some rocks on the Mayan warlord and my archers shot at the warlord but they were both ineffective.


 

The Mayan warriors charged into the eagles and wiped them out, I had hoped that the woods my Medicine Man had created would slow them down so they couldn't reach but that didn't quite work out!



The Wendigo managed to deal with the archers but had only one wound left and the Mayan Spell caster had managed to finally deal the last of my wolves so could cast spells again but my Medicine Man succeeded in dispelling every spell she tried to cast. I moved my Sachmen to the hill to build an altar.




The Wendigo charged the spell caster and wiped out the bodyguard but the Mayan warlord joined the combat and eventually killed the Wendigo but lost his bodyguard. My Warlord charged into his and was defeated. We called the game at that point, there was a turn left but we felt it was mostly a draw -- The Mayans could have created their altar and probably destroyed mine and would be a point ahead if we had played it out.


We will probably play with a bit more finesse next time but this was a fun game. I think we got most of the rules but I will be reading them again in the next few days. Non-charge combat feels a bit odd with only one side attacking and no  brave check at the end but that is probably just something we have to get used to. I am certainly inspired to paint up the rest of my Tribal Nations (more warriors and archers) and am planning to pick up either a Inuit or Western Federation force as well


Monday, July 18, 2022

Get the Flagship

 Mike and I played a game of Armada on the weekend. He had just painted up his dwarf fleet and I had wanted to try the Dictator which is the extra-large Basilean ship -- I turns out that his whole fleet is 25 points less than the Dictator so I added in a Tier 3 Wizard and our points were equal but it is illegal under the rules to just take one big ship. (Which it turns out does make some sense.)

 


Mike has a post on his blog here


Based on the fleets we felt the "Get the Flagship" scenario made sense. In this there is one ship that has to sail the length of the table and victory is based on whether or not it gets to the end. The flagship is restricted to battle sails only but is given a few advantages the main one being that it can make repairs and fire in the same turn 5



Mike split his fleet in 2 and the wings closed into me from either side. We exchanged a few shots at range and then  when we got close there was one turn where he did about 30 points of damage in one turn (I think this was the only turn all his ships got a broadside from every ship). The downside of attacking me from 2 sides was that I was getting to fire both broadsides and my stern chasers each turn and was sinking his small ships quite quickly



I managed to force one of his ships to sail straight for a turn with a spell which put that ship effectively out of the battle (it ended up being the sole survivor of the dwarf fleet) and then ended up being chased by the surviving dwarfs. By this point my firepower totally outclassed the dwarfs and it was pretty obvious how things would turn out.



I think if I had taken a balanced fleet it would have been a much more even fight. Despite that it was a fun game. This was the first time that we have used the magic rules and they seem reasonably balanced if a bit bland. I do feel that the dwarfs should be a bit more different (and should be more like mid 1800s ironclads rather than having such high hulls) the engine rules make them a bit more flexible than sails but they still feel similar.

I have some of Basilean small ships to paint up as well as the flyers but I think I will channel any desire to paint ships into getting some more of my US ships for Black Seas




Thursday, July 14, 2022

3D Printing Resources


 

 This page is mainly for my own use to try and consolidate the various places I get my STLs from but hopefully it will be useful for other people. It will updated at much the same rate as I do the rest of the blog...

I will only list sources where I have printed something

Modern

Bob Mack -- Really detailed lots of variety, Soviets, US, British and US in Vietnam


Henry Turner -- 15mm Soviet and East German


World War 2

3d Breed -- Good variety, nice models


Ancient

3d Breed -- Romans printed well


Age of Sail

Henry Turner -- Printed Sails and one boat worked well


Aircraft

ROC Works -- Nice Planes

Science Fiction


Modiphius -- Very nice terrain


Thursday, March 17, 2022

Battle of Bobruisk

 I played a Flames of War game the other night as part of the clubs's current Bagration campaign and decided to resurrect my blog to post my thoughts on the game.


I was playing against Daniel La Salle who set up the table and was fielding a Hungarian infantry force supported by a unit of Hetzers and a unit of Hungarian tanks with the German "Armoured Train" -- really infantry and some armoured cars-- as well as a German Pioneer unit. As he was out of supply his basic force was reduced.


 

I decided  that since I was attacking a city I would take as much artillery as I could so my force was based around a T-34/85 Battalion with 2 companies of 5 tanks each. I took a battery of Katyushas, one of  152mm howitzers, one of 122mm guns and a small battery of 76mm guns. For Firestorm I had a battery of SU-76 self-propelled 76mm guns plus another 3 T3/85s. To round out I took 7 OT-34/76 flame tanks -- and an armoured car with an observer


We were playing the rearguard scenario so I had 9 turns to win so I just had to be patient and not rush forward while there were still threats around (I have never been able to do this)
My tanks did well on the first few turns bashing the Hetzers and the Hungarian made tanks and not taking too much damage in return but my artillery was not all that effective -- not ranging in and not doing too much when it hit. To be fair I probably fired too much of it at the enemy armour since my tanks were doing a much better job of killing the tanks. Three 75mm ATGs appeared from ambush in the crossroads and did quite a bit of damage, I should have been more proactive in moving out of LOS from them.

Soon the Hetzers were wiped on the right flank and the other tanks were gone on the left.

At this point I should have moved some tanks up on the mortars which were damaging my artillery by this point but I figured with 2 batteries ranged in on them at this point I wouldn't need to do that

Some Hungarian infantry moved up to the hedgeline and got burned to crisp by the OT-34s -- I could have then moved them over to burn up the 75mm gus but I didn't want to disrupt my ranged in markers

The German pioneers moved up in the centre though the houses and took quite a pounding but when I moved my tanks to engage I got a bit too close the Hungarian infantry


They managed to close assault and broke my formation (since I only had 2 tank units in my base force). If I had been patient I think it would have been an easy win for me given the setup but I was to hasty and Daniel took full advantage of that. All lot of the damage my tanks took in my previous game against Mike was also done by infantry so I really need to become more aware of the real threat range of infantry.

The OT-34s are quite deadly, I would bring them out again and going with the T-34/85 worked well, I usually go with either a lot of T-34/76s or a smaller number of heavy tanks and I think the T-34/85 in the middle might be the best choice in general for the Soviets.

I am glad I tried this force and I might try something similar in the future but it is hard to rely on Russian Artillery


Saturday, May 2, 2020

Blood Red Skies: Flying Mig Alley Alone

Back in the days when I was playing a lot of board war games. I played a lot of air games  from time to time but I think in many ways I liked the information the games had more than the actual play. The games I played seemed to have so much detail that a lot of the feel of high speed maneuver seemed to be lost but I spent a lot of time comparing the data cards of different planes and in the days of Air Superiority / Air Strike I was always happy to get the latest issue of the newsletter so I could take a look at new planes.

The play of these games was a lot of work so I wasn't to upset to leave them in the past. I played some of David Redpath's games at Cangames and those seemed to work well and I played a few games of Wings of Glory and allied games and thought they were ok but not enough to get me to buy into them.

Some at the club years ago ran a few games of Bag the Hun which I enjoyed but it had a weird mix of abstraction and detail that didn't quite work for me.

Then when Blood Red Skies was released a few years ago I was tempted but always had enough on the go that I wasn't sure I wanted to bother with something new and wasn't sure if it would be for me and wasn't sure if I wanted to invest in the 1/200 planes -- I thought the planes were a really good size but it was a Warlord only scale and I wasn't sure how well they would support the game.

Just as things were shutting down with the Coronavirus, I did a panic buy of paint and Black Seas ships and decided to get Blood Red Skies -- All I could get in the shop I was ordering the paint from was the rulebook  the Mig Alley box set and a box of  Yak-7s.

The jets painted up well and quickly and even the decals went on relatively painlessly. After posting my solo Black Seas game I decided to do the same with Blood Red Skies.

First of we generate the pilots for each side.

The Soviet MiG-15s get very lucky with 2 Aces. I have to add an ace card for each plane to the action deck and just select these two at random from the cards I have

The American F-86E Sabres are very unlucky with two rather poor pilots

The initiative roll was a tie and I decided the Americans needed a bit of a break so I had the Soviets set up first with the American planes behind them.

After the planes are placed the advantage level is determined. The Soviets roll  Neutral Advantage but they have the theater card for "Radar Support" which allows them to make a maneuver check to gain advantage and both succeed

The American bad luck continues with one plane rolling to be Disadvantaged and one Neutral.


In each turn the planes move in order of advantage and then pilot skill and speed to break ties. In each planes turn there are 4 phases -- (1) Shooting (2) Burn Advantage [optionally drop one level of advantage to maneuver or add 6" of speed in the move phase] (3) Move 1/2 to full speed and turn up to 45 degrees (4) Action Phase [one of Shoot, Outmaneuver, Climb]

The first Soviet plane opts to burn advantage to maneuver and ends up facing the disadvantaged Sabre head on. Because it has neutral advantage now it can shoot at the disadvantaged Sabre. There  is some risk to this because the target can shoot back in a head on attack but the MiG pilot is feeling confident.

The Soviet pilot gets 2 dice for it cannons and 5 dice for the pilot. If there is more than one success (as here) it counts as a critical hit and is harder to dodge. The American gets 2 dice for cannons and 2 dice for the pilot and still manages to get one hit. Both pilots will get to dodge but they still take one "Boom" chit for being hit

The dodge roll is similar, the MiG gets 2 dice for agility and 5 for the pilot and the Sabre gets 2 dice for agility and 2 for the pilot and loses 1 because it is dodging a critical hit.


The Sabre is shot down so the American side gets one more "Boom" chit. This takes them to 2 which is 1 more than the number of remaining planes so the Americans will flee ending the scenario. I decide to play a few more turns just to see how movement works.  One thing I have learned so far is that with Jets the starting separation needs to be greater. The scenario calls for 18" but with a movement of 13" the MiG can (as we have seen) get a turn 1 shot.

The second MiG did the same maneuver but had no shot because both it and the Sabre were neutral so choose to outmaneuver the Sabre forcing it to Disadvantge.

Because it is disadvantaged the Sabre can't dive or maneuver in its turn and moves level and turns 45 degrees. It moved less than a full move to stay within 9" of the MiGs so they wouldn't get a free climb for advantage at the beginning of the turn (all jets have this ability) and then climbed to get Neutral advantage (this it turns out is wrong, you can't climb within 9" of an enemy Jet unless you are a later generation Jet).

There were a fewer more turns of the MiGs getting on the tail of the Sabre but not having enough advantage to shoot (and I missed another rule that will give disadvantage to any aircraft that is being tailed) and eventually one of the MiGs got a shot bringing the final Sabre down.

The scenario itself was a bit of a disaster but the choices for maneuver were interesting and engaging (at least as much as is possible when I am playing both sides). I think the game needs more planes -- I am not sure if I will get another MiG alley box but I have since ordered the Battle of Britain box and and box of Hurricanes and a box of Bf110s. I am pretty keen to paint those (though disappointingly they don't come with the decals other than basic insignia) so maybe there will be another solo game not so far away.

Friday, April 24, 2020

Black Seas: Out of the Fog, Alone



Sailing the Black Seas Alone 

Since I am stuck at home, I have decided to play through a few of the Black Seas scenarios solo so that I can get an idea of the rules and what I like and don't like about them.

Because I only have US ships painted at the moment, I will imagine these battles taking place during the Civil War -- even though on checking the only ship on the Confederate side (of this type) was the United States (they didn't change the name which I have always found a bit odd) and it was stripped down and used as a harbour defence vessel. The Union had more ships of the vintage covered in Black Seas but even there they were regarded as obsolete. As an aside, I do hold out hope that Warlord will eventually do some Civil War vessels in this scale (there is a fair bit out there in 1/600 anyway but it is nice to have the common ships in plastic)

Scenario One -- Out of the Fog

This scenario is basically a duel between two ships. There is a bonus of 4 victory points for the first ship to exit if it is undamaged (and 2 if it is damaged) with each ship getting 1 victory point for each point of damage inflicted on its opponent. Since the windward ship always moves first it makes sense that it go to battle sails and move across the board as fast as it can (there is a -2 penalty to hit for the firer is under full sails so there maybe a cost to this when combat starts)

Here are the ships ready to go. The windward ship (further from the island) is going to sail as fast as it can across the sea and the leeward ship will turn as close to the wind as it can to get into combat as soon as possible. I will be using all the advanced rules particularly the More Realistic Wind Effect on Movement and the Fire as She Bears rules.

A roll of 6 indicates the wind does not change and the windward ship sails speedily across the map moving 3 times its 5" Rate of knots.

The Leeward ship moves a single multiple of 5" and turns to be as close to the wind as allowed.


The Leeward ship has the enemy in its firing arc but the Light Cannon bow chasers are just out of range (14")

The wind remains constant so the Windward ship carries on at Full Sails -- it will take a penalty to hit but will get the first shot. It is also going to sail off the table next turn barring catastrophic damage or a collision

A Frigate normally gets 2 Heavy Cannon, 1 Light Cannon and 1 Carronade but because this is its first broaside it gets a bonus of an extra Heavy Cannon and an extra Light Cannon. The only modifier that applies is the -2 for shooter under Full Sail so a 3 or less will hit

The 1 on the Carronade die indicates a critical hit and there is one other hit from a Heavy Cannon. This does 5 points of damage to the target (3 from the Carronade and 2 from the Heavy) A D6 roll of 1 gives a Quarter Deck critical hit meaning the ship will need to make a skill check to change sail level or direction.

Fortunately the Leeward ship can get its target in its broadside by continuing straight at light sail. The same dice will be rolled this time needing a 5 (It could fire high with a -2 hoping to slow the enemy with mast criticals but the odds of that working seem worse that just hoping for lots of damage)

One more hit than the enemy for 6 points of damage. The light cannon critical rolls a 6 for the critical setting the Windward ship on fire. A D6 roll of 2 causes 2 additional points of damage.


Right now the Leeward Ship has 8 points and the Windward ship 5. The Windward ship will only get 2 bonus points for exiting so it will lose if it leaves the play area this turn.

The wind remains steady and the captain of the Windward ship decides to concentrate on the battle rather than devoting crew to putting out the fire  A skill check of 2 means the fire continues this time doing 6 points of damage. By dropping to Battle Sails and turning as sharply as possible the ship remains barely in the play area (using the island to indicate the edge of the play area is wreaking havoc with the narrative at this point!)

The ship has not taken half damage yet so still fires its regular broadside

But it looks like the crew are distracted by the fire and the guns miss their mark.

The Leeward ship starts to tack across the wind to get to its target.

The carronades are out of range but the other cannons hit twice for 3 more points of damage and another critical from the light cannon

The critical is a rudder hit on the the stricken Windward ship (which is no longer actually the windward ship but I will stick with the names)

The Leeward ship is now moving first but becuase it is facing into the wind it needs to make a skill check to complete its tack. It fails and moves straight forward and is now considered anchored.

Oddly, there is no anchored token in the otherwise generous sheet of tokens provided with the game so I am using a whale token. There is nothing I can find that stops the ship using the Fire as She Bears rule before going into irons so it fires away


Even without the -2 modifier for Fire as She Bears these shots weren't hitting anything!

The windward captain is going to try and put out the fire this turn but rolls a compulsory turn for the rudder hit meaning it can't do damage control. The skill check for the fire fails and it burns doing 2 more damage to the ship. Even with the compulsory turns the ship moves off the map.

The Windward ship ends up with 5 points for damage plus 2 for exiting first for a total of 7. The Leeward ship has 19 points for damage (maybe the fire shouldn't count for points but either way it is clear which ship won)

Single ship duels are usually pretty pointless from a gaming point of view but this was a good introduction to the mechanics of the the game. They are a bit simple and even the advanced movement rules leave something to be desired but I think with a few more ships this will be a pretty good game.

I will probably play the second introductory scenario in a few days and hopefully I will get to play with an opponent some time in the not too distant future