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Showing posts with label Ancient Naval. Show all posts
Showing posts with label Ancient Naval. Show all posts

Saturday, 30 July 2022

Back to playtesting

 Today we got my cardboard Triremes out again to try the provisional rules I am writing for them. Since last game, I sorted out ramming and shearing attacks.

Lawrence had 4 Triremes, in a tight formation.

The play sheets and manoeuvre templates, modified after last game.
Phil had 4 Triremes to face Lawrence. Oddly he started with the name slips on the ship forecastles!- his ships were in a more open order than Lawrence's.
Phil advanced at a high rate, tiring his crews early in the game. Lawrence turned his ships obviously trying to outflank Phil's ships.
It became clear that Lawrence was not going to get round the flank easily!
Phil now shipped his oars, and diced to get his crews fresh again.
As Phil's ships began to slow as they coasted, Lawrence's ships maintained a steady easy rowing rate.
It would be interesting to see how the lines met, Lawrence's left looked vulnerable to a ram attack but for Phil resting his crews.
As the Marines and archers swarmed on deck, Lawrence turned sharply, with his ships going to board rather than shear (Phil had no vulnerable oars anyway!) In the rules I had allowed marines to board stationary ships in contact without grappling, this was a mistake!
As the archers and slingers peppered each other...
... some of Lawrence's archers were killed, but Lawrence killed a stand of Hoplites!, Lawrence had got his marines on board Phil's left hand ship, but Phil backwatered, leaving them isolated on his upper deck!
Phil moved his free Trireme round Lawrence's flank, cutting down Lawrence's marines in a crossfire.
Phil now closed again and boarded one of Lawrence's ships.
We stopped the game then, with me furiously writing amended rules to add into the next version. Phil and Lawrence had captured a ship each.

As planned, we than had a couple of card games, Lawrence had brought down,
The Good, the Bad, and the Munchkin! - and a more amusing game, Braggart.

A worthwhile day all around!

Saturday, 15 January 2022

Trieres of Glory?

(In case you are confused - 'Trieres of Glory' was a name given by my pal Lawrence based on the simplicity of the rules system to this new game!!!)

Today, we had a multi player playtest of my developing Trireme rules. We had sort of half a game in which several very good suggestions were forthcoming for improvements to the game.

I was pleased that basically the game had some appeal, and the great suggestions I got will, I hope be easy to add to the probationary rules.

I used 4 Ionian Triremes run by the solo system, which was equally under test!

Lawrence had the nearest Greek Triremes, Phil the other two.
This shows the ship dashboards as at game start.
Phil tried to angle his ships out to bypass the Ionians, but realised quickly that this would leave his flanks open.
Lawrence, trying a Periplous manoeuvre!
Phil and the Ionians both shipped their oars as they came nose to nose to prevent their oars getting sheared.
I tried a large 4 ship dashboard today, but found it hard to keep all the counters separate!!!
The Greeks had less problems, but noted the counters are fiddly.
Lawrence and I had their ships pass in a Diekplous manoeuvre, it was noted that placing the ships past each other was unworkeable as a game mechanic, I will change that for the next update too!
Phil managed a grapple and board on one Ionian ship, and with 2 ships managed to capture the Ionian vessel, though not without losing 2 Hoplite stands himself!
All in all this was a very good playtest, and I have a lot of changes to put into the rules which should improve and simplify some game processes:

-I will make the solo system a little more reactive to the positioning of enemy ships.
-I will make archers able to support other troops during Grappling and combat.
-I will make 'Dashboards' better, rather than having lots of loose counters, they will be on the dashboard so you can put a counter on whichever action you have chosen. The dashboards will be bigger, but only as large as for other games we play like Sails/Wings of Glory, and 'What a Tanker', I hope.
-put 'Handles' on the base of the turning templates to make positioning easier and more accurate, and increase the size of the movement template so ship speed is better slightly.
-Ships meeting bow to bow will conform and pass at a standard speed of 3 rather than doing a 'jump' through the enemy ship.

There may be more, but that is the process of playtesting!!!


All in all then, a very useful day!!!