Friday, July 31, 2026

Battles & Brews

 

Last weekend Wiley Games hosted its annual summer Battles & Brews. Four games were played, and for a change I played in all four of them! No games outside this year; it was too damned hot.
 
The first game was "Tiny Triremes." We were play-testing a new fast-play ancient naval game, still in development with prototype models, for a friend of The Baron's. Six players, three per side (red and green), each commanding 4 galleys of 3 different sizes. Red and green dice tracked strength points, white dice tracked hull points and turns were controlled with the wooden "compass." I commanded 4 Red galleys on the right flank.
 


 
The small islands really constricted maneuver so the battle devolved into shooting and boarding actions which reduced crew strengths quickly.
 


On my flank I was finally able to ram and sink an enemy ship, but at the cost of two of my own captured and one sunk. The gods of the boarding action dice did not favor me. One of my captured ships was torched because my opponent didn't have the crew strength to hold on to it. A fun battle but Red lost.
 





Next up was the Battle for Endor using Fistful of Lead: Galactic Heroes. Two teams of two players: two units each of five Rebel scum attempting to infiltrate and blow up an Imperial Bunker defended by two units each of the Emperor's Stormtroopers. I commanded the Imperial Scouts sent into the forest to attempt to "spot" the Rebels, represented by hidden movement markers, some of which were dummies. This mission was critical because the second unit of Stormtoopers, in the bunker, could not deploy until the Rebels were spotted. AND I didn't realize until the battle was fully joined that my Scouts were only wielding pistols, as opposed to the rifles everyone else had. On top of that, I have never rolled so many "out of ammos" in one game!
 


Look! There's Han and Chewie!
 

Sadly, their stories end on Endor. I was able to hold them up long enough - mostly via melee due to being out of ammo so often - for the bigger guns deploying from the bunker to end their rebellious careers. The Scouts lost all but their commander.
 


 
Though I didn't get any photos of the final Rebel rush of the bunker that resulted in the "blood alley" typical of Fistful games, it happened right in front of the bunker with the Rebels all dead and the bunker saved. Long Live the Emperor!
 
The third game featured Mechs. I believe a "MechWars Lite" set of rules was used but not being up on Mech Lore and not intending to play - I was setting up my Red Alert game (you can see it at the top of some of the following photos) while this was going on - I can't say for sure. Maybe someone who knows will see this post and comment.
 


 
But play I did; I took over for another player who got got called home for dinner. I commanded the Red and Black Mechs facing the Green and White. I can tell you the green dice tracked movement and the red dice tracked heat generated by the Mechs' actions.
 


My Big Guy took out a Mech lurking at the edge of the woods and then I lost a Mech to a two-on-one "hand-to-hand" brawl. Our side lost (I believe) three destroyed Mechs to two.
 
Our final game of the day was Red Alert, a space fleet action game using the Commands and Colors system. There are three classes of ships - Fighter, Strike and Capital - and several sub-classes within each class. Each unit has a numerical value towards victory points ranging from one point for a Fighter Unit (Fighter Class) to eight points for a Flagship (Capital Class). Most units consist of three or four ships and each "hit" rolled against it eliminates one ship. I am in the process of converting this to hit points (shields, anyone?) using 1/2500-scale Star Trek models and a D6 die to track hits. I only had enough models completed for one complete side, so in this game you can see the green and red ships as provided in the game on one side and my new models opposite.
 
 
Game play is controlled by hands of cards and the use of Star Tokens. We had two players on each side; so one player acted as the Fleet Admiral and controlled the card play and the units in the center section while the second player controlled those units in the two flank zones. The first side to eliminate twenty-one points worth of units, or eight units regardless of points, would immediately win.
 


 
The Star Trek side won initiative and did some early damage with their Fighters. The Red/Green side (my side) played aggressively but was frustratingly countered at almost every attack by a Combat Card that seemed tailor-made for the situation.
 


On the last turn of the game, the score was closer than it seemed. We were behind on points but had eliminated 7 enemy units, so only needed to destroy one more unit. But the Trekkies only needed one more point, so any kill would win the game. And they got it.
 
Thanks to Wiley Games and the Basement Generals for a fun day of gaming!
 
My next post will be more about the Star Trek models and the Red Alert physical game conversions.