Showing posts with label Command and Colors: Samurai Battles. Show all posts
Showing posts with label Command and Colors: Samurai Battles. Show all posts

Tuesday, April 27, 2021

Commands & Colors


I received my copy of Commands & Colors: Samurai Battles a week ago as part of the GMT PS500 program. Got Bayonets & Tomahawks, too!

I've been a fan of the game system since the Ancients version was released. It's card-driven, but it feels like DBA to me (remember I consider that high praise), in scale and unit treatments, with the addition of rules for attrition. I have all of the Ancients supplements, plus Medieval and Red Alert (the "space combat" variant).

Of course I am converting the games to miniatures. My plan has been to use 4" hexes and 15mm miniatures mounted on 40mm wide bases for Ancients, and that may still continue to happen, but I am also now considering using 54/60mm models for at least my "favorite historical conflict," the Punic Wars. Not intuitive, I know; we lose the "mass effect" with fewer, bigger models representing each unit. I can still use 4" hexes, like I have been doing for 15mm figures, and use one model to represent each "block" in the game, so most Ancients units will consist of 3 or 4 models. Might even be able to use some of the same hex terrain for both scales with some careful planning.

Why go this route? The main driver is I have never been totally satisfied with any of the 15mm or 28mm Republican Roman models I've encountered. I really like the John Jenkins Designs models for both accuracy (I know, right?) and drama. The Gauls are stunning.

Then, one must determine in what "world" the models will live and fight, and playability is key. These models tend to be top-heavy, so either they need wider bases for added stability on uneven terrain, or the terrain needs to be very flat and even. My French & Indian War terrain and basing is a good example of the former.

Since I am more interested in playing large battles than skirmishes, terrain can be less detailed and more abstract. . . and flat. That means the bases of the models won't need to be enlarged. One thing I do want is magnetic bases, so the models will stay put in their traveling boxes. After a bit of experimentation, I found a self-adhesive magnetic tape that can be cut to the silhouette of the base edge of the model. The tape is only 1mm thick, so with a bit of paint and flocking after the fact, it won't even be noticed, and the base will visually blend with the terrain. How strong is the magnetic effect? I applied to a "left-over" French Regular as a test and he can crawl right up a metal cabinet like Spider-Man!

Basing potentially solved; on to the terrain. How flat is flat? Can't be boring. . . and we still need to represent hills. Can't have slopes, though, for the above-mentioned reasons, and for the same reasons the "tops" of the hills have to be flat.

Years ago I purchased a quantity of GHQ Terrain Maker foam hexes; I hauled some out and started making terrain. The goal was a "scrubby" Mediterranean look. I started with a sandy brown latex house paint; literally sandy as I mixed sand into the paint. This texture hides the surface look of the foam itself. I then followed that up with 3 different colors of fine green flock, held in place with sprayed coatings of diluted white glue. Multiple, soaking coats is key. The foam hexes come in 4 different "heights," providing instant flat hills.


Some other special, easily recognized terrains are needed, too. Woods, for example. I can do Woods. Again, playability is important, so I opted for a single large tree in the center of the hex that would leave enough room for the models. For the hex base I started with the same dark brown latex house paint color I use for the French & Indian War bases and layered on some brighter green flocks and "leaf litter." Here are some Woods and Clear hexes next to each other - and not every Woods hex has to have a tree.



Can't forget about the Rough/Rocky ground. I mixed a little paper mache into the latex paint and layered on some fine gravel with a little less green flock. Goal is still as flat as possible, but the look should be "rocky." A helpful feature of the foam hex is that you can actually press any high spots down into the foam after the glue dries and spray on another layer of glue.



I haven't attempted any water features yet but have a pretty good idea of how I will handle them. Here's how the terrain looks with Roman legionaries on the advance.




A little paint and flock and the bases of the models will blend right in to the terrain. I'm sure it won't surprise you to learn I have a "house rule" or two in playtest mode. And I will still be able to skirmish since the models are individually based. "Short" distance for SAGA at this scale just happens to be the width of a 4" hex. . .

See ya!


Tuesday, October 16, 2018

I'm back again. . . and playtesting


Didn't realize I was gone again, did ya? Well, I had that second partial knee replacement surgery 3 weeks ago. I have two straight legs again, but it will take a few months of physical therapy and some hard work to have them working at peak efficiency again. Sigh. . .

For a little distraction that doesn't require much heavy lifting, I am helping to playtest a game that covers - you guessed it - the French and Indian War. Bayonets & Tomahawks is a GMT P500 game, and I've been watching its development since it was first added to the list. Go here to check it out; discussions with the developer (yes, I got involved) and a good look at playtest components. GMT is also the home of some of the Commands and Colors series of games: Ancients, Napoleonic and soon, Samurai Battles.

A little bit about Bayonets & Tomahawks from the GMT site:




I think this game will make a great campaign vehicle for generating our F&IW battles. It's focus on the operational aspects of the conflict as opposed to the political (not ignored!) should lead to meaningful battles as well as lots of opportunities for raiding and low level skirmishes.

Unit scale meshes perfectly with my troop collection: Brigades at about 3 times the size of light units and war parties. My regulars are organized in 3 10-man units with light troops as single 10-man units. Best of all, the units are simple representations of manpower, whose unit strengths and weaknesses are utilized by the game's battle system rather than abstract strength points with pros and cons already factored in. This should make it simple to transfer the battles to the tabletop, to be fought with miniatures, with one's miniature rules of choice accounting for potential unit performance.

An incredible amount of research has gone into this game - obvious if you check out the InsideGMT articles on the GMT site. The map really shines; it's based on contemporary renderings as opposed to "period" place-names superimposed onto a "google-earth" map. I am a fan of this approach. It really transports you back to the 18th Century wilds of North America. At least, if you're open to said transport ; )

Here's a shot of the print and play components all ready for . . . play. 


More later as I actually get in some games. See ya!
 

Sunday, June 24, 2018

Red Alert! I'm back!


Red Alert! I'm back! I'm back? You didn't notice I hadn't posted for a couple of months? Well, the Red Alert isn't for me. . . more on me at the end of this post. First, the gaming content.

Richard Borg and PSC games launched a Kickstarter for a new space fleet game, and I'm all in: Red Alert. It uses the tried and true Commands and Colors board game system that started with the American Civil War, then moved into WW2, Ancients, Napoleonics, WW1 and now to what would seem an unlikely genre, space fleet combat. I am a fan of
Commands and Colors: Ancients from GMT Games and have played a lot of games using 15mm miniatures. I also own and play Commands and Colors: Samurai Battles by Zvezda.

So, does this system work for "space combat?" The kickstarter actually posts the complete rules for download. 


I really like the "fleet" aspect and emphasis on "positional" warfare as opposed to "dogfighting in space" like WW2 airplanes. My plan will be to exchange the multiple miniatures per unit to track losses with the individual 1/2500-scale Star Trek miniatures, tracking losses with "shield" markers instead of additional ship miniatures. That will mean about 12 ships (plus fighters) per side. The game ships in March 2019, which should be enough time to build the models, but we'll see!

Here are a few images from the Kickstarter. Hurry, if you're interested, it closes in about 40 hours.





So where have I been? Getting new knees. Or, at least getting the first of two partial knee replacements. Hereditary osteoarthritis and years of martial arts training finally made the replacements essential, at least if I want to be able to walk for more than 15 minutes at a time! Surgery, rehab exercises and a full-time-plus job is cutting into hobby time. Plan is to get the second knee done in the fall.

I decided NOT to leave you with a Cluck-Amok-style selfie featuring my new scar : )