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!


Sunday, April 18, 2021

How did I miss this?

 

 

The second edition of This Very Ground - now subtitled Victory or Death - was released in a Kickstarter last year by Brigade Games and the original author, Keith Stine, and I just found out about it! Don't know how I missed it, though there seemed to be relatively little fanfare around it. This Very Ground was the set of rules that started my gaming journey in the French and Indian War. And it has been a journey.

I lived in the Twin Cities area from 1996 to 2001, and then moved to Tulsa, OK for work. I traveled some as part of my duties and on a trip to Minneapolis I had an opportunity to revisit an old haunt, our FLGS, The Source. It was on this trip that I purchased This Very Ground after a quick perusal in the store. I had to cross the I-35 bridge afterward, and later that afternoon while sitting in the hotel bar, I saw on the CNN national broadcast that the bridge had collapsed! Wasn't actually a "close call" as I had crossed it about 2 hours prior to its collapse, but it was a fluke that I was in the city at all.

The games in the early posts of this blog were all played with This Very Ground, a fun set of rules with innovative approaches to alternating unit activation and "volume of fire" representation and reloading. The use of D10s and percentile morale mechanics made it scalable, too; unit sizes from 5 to 25 or more figures were easily managed.

So why did I move to another set of rules? I eventually found the morale system to be really ineffectual, and Officers didn't do much other than rally off Unit Disruptions, which happened so frequently in my experience that it had little effect on the game overall. But the rest of the game was elegant, mechanically consistent, had good period flavor and was fun to play.

Lo and behold, these are the two areas that received the most attention in Victory or Death! The movement, firing and formation mechanics are basically intact from the original edition, but the command and morale systems got a thorough revamp. Activation is still alternating, but Officers use Command Points to Activate Units and effect Unit performance with a few appropriate Commands. Morale still uses Disruptions as the main "control" lever, but now Officers, and even the Units themselves, have more options and responsibilities for managing them.

One aspect of the original rules I really liked was the Testing to Charge mechanic, and how hard it was to actually get into a Melee, and that once a Melee was initiated, it was a one-turn fight to the death. That mechanic has been modified - and may not have been simplified - but it is still in Victory or Death.

Like all the other "black powder" rule sets we've seen of late, the focus of Victory or Death has been expanded beyond the French and Indian War, but has been limited to conflicts in North America. Rules and army lists are provided for King Philip's War, French & Indian War, American War for Independence and the War of 1812.

All of the rules that were released separately after the first edition covering Cavalry, Cannons & Boats are now collected in Victory or Death and updated to the new mechanics where needed. No additional volumes to buy!

The one thing I find lacking is a unit deployment system. There are 4 scenarios included - one for each of the 4 conflicts mentioned previously - and you can extrapolate a basic deployment system from the rules in all four, but deployment is so key to a game's play I find this a big miss. Again, the deployment system from Sharp Practice 2 might have to be borrowed. 

And the caveat: I haven't played This Very Ground: Victory or Death yet, but am really looking forward to putting "the old friend" on the table.

While we're on the subject of deployment, another of the Too Fat Lardies' (with Reisswitz Press) rules for WW2 deserve a mention.


The Patrol rules are really fun and create a real sense of the "fog of war." Unfortunately for me, they are aimed - as usual - at post-Normandy combat, so I probably won't even try 'em out until they release rules for the Western Desert.

Lastly - and certainly not "least" - I got my second CoVid vaccination shot! Hopefully that means a facemask-to-facemask game in May or June. Bring on "the normal."

See ya.