Showing posts with label Bolt Action. Show all posts
Showing posts with label Bolt Action. Show all posts

Saturday, June 13, 2015

Bolt Action Again (or is it Column, Line, and Square?)


After a long hiatus and rescheduling due to illness, convalescence, and assorted other evils, we finally  got together this afternoon for a Bolt Action game set in North Africa. Phil Bardsley had an idea for a scenario he wanted to try, so we carted in our toys and set up a game.

Dick Larsen and I were the British, Phil and Bill Stewart were the Axis. The figures used in the game were Phil's DAK infantry and tanks and his Italian M13/40; Bill's DAK infantry, sandbags, and craters; and my British infantry, tanks, and French Foreign Legion infantry (Les Kepis Blancs). Dick supplied the "gerbils" or "dust bunnies," "tribbles," etc. that represent the dust clouds raised by moving vehicles in the desert.

The Axis mustered the following:

  • 4 x DAK infantry squad
  • 1 x Italian infantry squad (dug in)
  • 1 x DAK MMG
  • 1 x DAK mortar
  • 1 x DAK command squad
  • 2 x Pz III (long 50mm gun)
  • 1 x Pz IV (long 75mm gun)
  • 1 x Pz IV (short 75mm gun)
  • 1 x self-propelled sIG 33 (Pz II chassis)
  • 1 x M13/40

The British Mustered the following:

  • 3 x British infantry squad
  • 1 x Foreign Legion squad
  • 1 x British command squad
  • 1 x British MMG
  • 1 x British mortar
  • 1 x 2 pdr AT gun (w/Bren carrier transport)
  • 1 x M3 Grant (75mm/37mm)
  • 1 x Crusader tank (2 pdr)
  • 1 x Valentine tank (2 pdr)
  • 1 x "Honey" tank (37mm)

The scenario is set in the aftermath of a sandstorm that's scattered everyone. An Italian group is laagered in on a small rise (with a bit of support from their German friends). The remaining troops from both sides are converging on the Italian position with the objective being possession of the Italian position at game end. The converging troops enter the board on turn one using random placement.

The Italians all snug in their laager
There was no shooting on turn one, but with turn two everything started happening quickly. I got the first activation and shot my 2 pdr. right into the side of Phil's self-propelled sIG 33 and propelled it into a ball o' flame.

First kill
And there was much lamentation on the Axis side, especially from Phil who had just finished painting it only to see it knocked out in the first shot of the game.

Phil moved his panzers (which came in across the board from him) against the British armor, which all came in on the far end of the table.

"Panzers vor!"
His first shots knocked out our Grant tank, the only good tank we had. Bill started his tanks in against our tanks from the other side of the table from Phil's.

Dragging a "gerbil" through the desert
My infantry got in with Bill's DAK squads and started getting the worst of it. However, I managed to chew up his two squads a bit in the exchange. Dick's shots against Phil's tanks were disappointing.

In the next turn, my 2 pdr, fresh from knocking out the sIG 33, managed a long-range shot against the rear of Phil's M13/40 and knocked it out.

Getting warmer in the laager
Dick moved our tanks up to try to close the range against Phil's tanks. Having only light tank guns now, we had to get close to avoid being outranged by the German medium tank guns.

Half a league, half a league, half a league onward
Our "Honey" was quickly knocked out, but after that point, Phil and Dick's tanks swapped shots to no effect.

Tank battle
Bill's far tank had been heading toward the tank battle, but got way-laid en route by Dick's Kepis Blancs who charged in to attempt taking out a Pz III with bayonets and pluck.

Men against tanks
The attack failed by a hairsbreadth. In the contest of science vs. pluck, science generally wins.

Phil turned his infantry against my infantry, joining in with Bill. Bill moved his other tank forward with the intention of joining in the fight against our tanks.

Bill advances past the burning wreckage
However, the temptation to machine-gun infantry took over and Bill turned his tank in and moved against one of my infantry squads, getting into close range. I took some damage, but being within 12" of Bill's tank—and inspired by the example of Les Kepis Blancs—I felt compelled to make my own charge against a tank. Besides, the only other thing to do would be to sit and get mowed down by spandaus.

I didn't succeed; nor did I expect to (though I hoped). Dick tried another attack on Bill's other tank, which by now had turned around to machine-gun him, but failed the check to go in. Bill soon gave me another burst from his tanks MGs and I was left with two intrepid survivors for my squad.

Fewer men against tanks
With no targets in range, I needed to change ground with my heroic 2 pdr. Like an old-time horse battery, I limbered up and charged to the sound of the guns.

Changing ground
But by this time, the possibility of British success was beyond likely. My three infantry squads were badly shot up. One had two-figures left, another had four, the biggest had about six. Phil's two squads were nearly intact, and Bill's two were shot up, but not as badly as mine.

Our tanks were outclassed and outnumbered to start with, but more so now. Phil managed to knock out the Crusader on the last turn, leaving only the Valentine standing alone.

Endkampf im Wusten
The Italians were untouched, apart from their tank, and still held the position. Dick's Kepis Blancs looked menacing, but were unlikely to ever take out Bill's tank that was still machine-gunning them with no place for them to hide.

Postscript

It had been so long since we played that we had to recall, dimly, what all the Bolt Action rules were. We've all been playing war-games for so long that we have rattling through the empty corridors of our brains a lot of rules that are like (or we think are like) the rules we're using. Whenever a question arose, there was much quotation about this rule and that, which could have been from Bolt Action, but more likely from On to Richmond! or Column, Line, and Square.

We tried a new method of activation for this game. Instead of activating one unit at a time, we activated groups of unit. For example, my three infantry squads were one activation. Each could receive orders on it's own independently and took hits, morale, order tests, etc. separately, but activated on a single cube.

My appreciation of this method is mixed, though I remain pretty much a skeptic. On the one hand, it seems to move the game along because you have fewer activations, but you still have as many orders. In effect, the method just elongates a single activation. We only played three full turns, I think, and it took us more than two hours. If we really want faster-moving games, we should use fewer units.

I also think that basically it skews the sense of how the rules are intended to work. Activations by pulling order cubes out of a bag is to randomize the order of units doing things. If you make larger groups of units, you get less randomization and can overwhelm a single unit by shooting at it with several units at once before it has a chance to do anything. That may happen anyway in a game if all your units get an activation cube before the other unit does. But, the probability of having three activations before the opponent gets one is low, but it's an even chance with this method.

Post-Postscript

In the post-game retail moment, I picked up some more Beyond the Gates of Antares figures. I've already completed 2 regular Algoryn AI squads, 1 AI assault squad, 1 MAG support gun, and 1 command team. I have a third regular AI squad in the works.

The figures I picked up were an AI infiltration squad, an X-launcher, and a pod of targeting drones. I've been making good progress on the figures I've done so far, so I expect to get these done in time for a first game (maybe) later this month.

Monday, January 26, 2015

Khalkin Gol: Sabres on the Steppe


Way back in the August of '14, Phil Bardsley got the clever idea to play a Bolt Action game based on the Battle of Khalkin Gol between the Russians and the Japanese in 1939. He'd just picked up three of the newly-released Warlord Games BT-7 models and wanted to use them in a game. Bill Stewart, Dick Larsen, Jerry "Banzai!" Tyer, and I already had a lot of Japanese infantry, tanks, and heavy weapons. In addition, Bill had buckets of Russians, including a lot of Cossack cavalry from the Coppelstone Back of Beyond range. So we though, why not?

It took a while to get going and we had to cancel once, but we finally got to rumble on the Mongolian steppe one Saturday. The game was at The Panzer Depot in Kirkland, WA.

Jerry, Dick, and I were the Japanese. Bill, Phil, and Bob "Mad Ivan" Mackler, pony-killer of the steppe, were the Russians.

I laid out the terrain: hills, a mostly dry riverbed (using my excellent Wizard Kraft river bits), and scrub. Bill and Phil gave me much grief over the scrub. However, we needed something to break up the bleakness of the table and to provide the micro-contours that troops in a skirmish game need for cover to distinguish between totally completely open terrain and some bits of concealment and protection in what appears otherwise to be a vast open space. I need point out, too, that both Phil and Bill deployed in and stayed in the scrub the entire game. I feel vindicated.

The key terrain piece was a ramshackle wooden bridge across the dry riverbed that both the Russian and Japanese high commands had deemed "must hold." The Japanese deployed first no closer than 12" to the bridge. The Russians followed deploying no closer than 18" to an enemy unit or 12" to the bridge.

I was on the left with a reinforced Japanese platoon of three 12-man squads, two MMGs, a sniper team, a flamethrower team, and a light AT gun. Jerry was on the right with a similar command, but with no flamethrower and a wee 70mm mountain gun in place of the AT gun. Dick, the Japanese Patton, was in the center with five tanks: two Type 97 Chi-Ha and three Type 95 Ha-Go.

Facing me (on the Russian right), Phil had his three BT-7s and a reinforced platoon of three 9-man squads, one MMG, and a medium mortar. Bob was in the center with three squads of Cossack cavalry and a Putilov horse-gun, Bill had the Russian left opposite Jerry with three squads, an MMG, and a mortar.

The Russians deployed, tanks 'n' horses
Our games tend to have lots of units and the command dice bag is bulging on turn one and grows less bulging with each passing turn. I chose the never-fail brown command dice. For some reason, in every game we play, the brown dice are the first several dice pulled. Turn 1 was no exception.

I started out by putting a 37mm AT round into of one of Phil's tanks. I managed to penetrate and start a fire, but the uncharacteristically phlegmatic Russians just put it out and went on fighting. I laid down some fire on Phil's MMG and managed to knock out two of its three crew and suppress it.

My advance across the dry river
Before the game, Jerry recalled how in his last Bolt Action game running a Japanese force against an SS platoon with all the trimmings (assault rifles, chain saws, etc.), he simply used the Banzai rule to get into contact and won big. Units in Bolt Action need to roll an order test (morale, basically) when they're given a command while pinned. Each pin marker counts as -1 on the dice roll, so once a unit gets a few pins racked up against it, it becomes increasingly harder to get them to do anything. The Banzai rule for the Japanese lets them ignore any pins if the order given to the unit is Run and they move towards a visible enemy. Stormed at by shot and shell, the Japanese keep on coming, until they win or until they're all gone.

I've always considered the Banzai rule to be a mixed bag. If a Japanese unit is pinned down to a point of near-immobility, the rule lets a Japanese player make the most of a bad situation by just charging in. Moving at 12" per turn on a Run order, they're likely to make contact within a couple turns and, assuming they have enough figures remaining to make an effect, they can cause a lot of damage. The Banzai rule also requires fighting to the death, i.e., they don't go away after losing a round of close combat; like the tough fighters rule, they keep fighting until they're all gone or until their opponents lose. In my experience, as both Japanese and opposing player, it's dicey. They'll take a lot of fire going in and may be too shot up to pull it off. I have failed spectacularly to make a Banzai attack work and have foiled a few with sheer gunfire.

I'm also a bit uncertain about some of the fine points of the rule. As long as the Japanese player gives a Run command to the unit, it can move without taking a command check even if it has one or more pins on it. But how does that work if the unit is going through rough terrain. You can't give a Run order to a unit in or moving through rough terrain, but an exception allows it if the unit will make contact. So, is it OK to give a run order to a unit to move through rough terrain against an opponent that is more than 6" away?

In any case, Jerry went into the game expecting to be able to Banzai! to victory. It turned out to be glorious, but fell somewhat short of victory.

He launched his platoons towards Bill's positions and kept a steady advance all the while racking up pins (and losses) from Bill's fire. Jerry's right-hand platoon managed to get into contact with just a few figures remaining. Bill was able to wipe them out easily losing only a couple figures himself.

Two against too many
Jerry's middle platoon, attempted to attack Bill's "Festung Schrubben" position, but got sidetracked. He managed to shoot off an attack by Bob's Cossacks, but eventually succumbed to fire.

Jerry's left-hand platoon got war-Macklered. Jerry gave it a Run order that put it within 18" of  of one of "Mad Ivan" Mackler's squadrons. He had no option to fire defensively and "Mad Ivan" came in rolling three dice per Cossack (i.e., 24 dice!). Jerry's Banzai Buddies got Ginsu-ed by the Cossack sabres.

When banzai isn't fun any more
Meanwhile, in the center, Dick's tanks sparred with Phil's BT-7s and with the Cossacks. The Japanese tanks all had two MMGs per vehicle, so they could throw a lot of fire against soft targets. The tank battles were mostly desultory. One of Phil's tanks was immobilized early on and later destroyed. However, many of the shots were misses, bounced off, or did only superficial damage. Bob's horse-gun popped away at Dick's tanks as well, but to no success.

One of Dick's tanks got a bit close to the Cossacks, apparently thinking it was immune to men on horses. "Mad Ivan" answered the challenge and came galloping up. It was a long-shot from the start. Already shackled with a few pins from machine-gun fire, "Mad Ivan" passed his morale check to charge tanks and came on across the bridge with sabres flailing. He rolled for his penetration modifier and score a bunch of pluses. However, because troops without AT grenades can't do more than superficial damage, he couldn't knock it out outright, but he did set it on fire (we assumed that every Cossack had a bottle or two of Vodka to make ersatz molotov cocktails). Dick failed his morale and the tankers bailed out, presumably to the tender mercies of the surrounding Cossacks.

Sabres on steel
The Cossacks' glory was short-lived. Dick's remaining tanks opened fire with their MMGs and the Cossacks went reeling back. By the end of the game, Bob had exactly three horsemen left, one of whom was his company commander.

Back on my end of the table, I chipped away at Phil's infantry and plinked useless shots at his tanks with my single AT gun. Phil kept up a lively fire on the AT gun with his mortar, but failed to hit after several attempts. I managed to Banzai! away one Russian squad, though it left my attacking squad much reduced and in the open where it hung on in tatters, having been badly shot up.

My other two squads, one mostly intact and one untouched, worked away on Phil's remaining foot troops uphill and burrowed in the scrub. By game's end, I was encircling his MMG, a much-reduced squad, and mortar. These and two of his three tanks were all that were left. I was moving my flamethrower team up to attack the tanks, but we called the game before then.

Bardsley's last stand
Dick managed to take and hold the bridge with his remaining Chi-Ha. He'd taken out one of Phil's tanks and kept the other two occupied. He'd also pretty much laid waste the Cossacks. Despite "Mad Ivan" Mackler's unexpected success against one tank, cavalry versus tanks is generally not a good idea.

Larson-san takes the bridge
We only completed four turns, but it was enough to call a decision. Bob had covered himself with glory, but got all his ponies killed. Phil was holding precariously to the scrub, Bill was in better shape, but may have seen things turn for the worse in another two turns.

Bill holds to the end—good thing he had scrub for cover!
Dick had lost one tank and held the bridge, I had lost the equivalent of one infantry squad, but was in good position to un-scrub Phil.  Jerry was almost non-existent. He'd banzai-ed! forward and got the worst of it. His wee 70mm pop-gun and company commander was all he had left. With mandatory seppuko after his losses, we'll have to take that down to just the wee pop-gun.

Lonely on the steppe - Jerry's last remaining unit
Postscript

This is one of those posts that I mentioned earlier were in perma-draft state. I started this just after we played the game. Now, months later, I've finished and posted it (my New Year resolutions in action!), although I've forgotten now much of how the real game actually went.

Wednesday, January 22, 2014

Drumbeat 2014


Last Saturday was our annual NHMGS Drumbeat mid-winter game day at the community center in Lake City, WA. Attendance was very good and we had several games running in two gaming periods. We even enticed Doug Hamm to come down from a place he calls "Canada." Doug ran a game using the figures and rules he's been working on and writing about on his blog.

Phil Bardsley, Bill Stewart, and I planned on running a Bolt Action game set in North Africa. I managed to borrow from John Kennedy the desert mat and some buildings that we use when we game at The Panzer Depot. We didn't have any of the sculpted pink board we use for hills under the mat. I solved that by getting up early on Saturday and using my hot knife to carve some hills out of a few slabs of pink board I had in my garage left over from building land bits for my Row Well and Live game. The fumes didn't kill me, but after a short while, I was seeing colors not normally found in the electromagnetic spectrum and experiencing something not quite the same as "reality." After that wore off, and the hill bits were done, I packed up and headed down to Lake City.

Along with several others, I showed up bright and early and went through the obligatory waiting period in the cold, cold weather until the guy with the key shows up. Fortunately I'd already had my coffee and breakfast courtesy of Starbucks—and I didn't need to pee—so the wait wasn't too bad. I spent some time chatting with Phil in his warm car and later with Bill in his warm car. Phil had to bail out before the key arrived, but he left his figures with us, so we had a lot to put on the table. After about 30 minutes, the key arrived and we got into the community center and started getting table, chairs, and out games set up.

I carefully planned dashed out an impromptu scenario that had a squad of French Foreign Legion, with a few 8th Army assets in support, holding a small village while Rommel and a small contingent of Italian allies tried to take it. More 8th Army was on hand to counterattack. We wound up with six players.

Italian troops and German tanks move up on the Axis left
We had a few new players, but they quickly caught on and play proceeded well. We played six turns in  less than three hours.

British troops and tanks move in to support the village
I ran the bulk of the British armor—to little effect. I spent most of the game trading shots with the Axis tanks opposite me. When I managed to actually hit, I flubbed my penetration rolls. Fortunately for me, the Axis were just as feeble. The Pz IVD, with its cute little howitzer, kept hitting my Grant, but had no chance to penetrate the +9 armor with its +2 PEN. However, I wound up getting several pins and had to spend a turn rallying at one point.

Mon Dieu, les Allemands sont à venir!
The FFL squad holding the outpost got shot up pretty early in the game. Mitch Berdinka ran his panzers and a few squads of Afrika Korps in close and started a big fusillade, which quickly reduced the troops until they failed a morale check and fled.

Holding the west wall
We got troops into the center of the village to hold it against the Germans working around the building held by the FFL. I also ran one of my tanks into the center in the hope of holding off any Axis tanks who had the same idea.

Lulubelle goes up in flames
German tanks from the Axis center moved against Bill Stewart's position on the British right. Bill's 2-pounder and M3 Lee "Lulubelle" had limited luck stopping them. One german tank was immobilized, but "Lulubelle" was hit and caught on fire forcing Sgt. Gunn, Waco, and Jimmy to bail out.

Bruce Meyer, commanding the Axis right, put more pressure on Bill's lone infantry squad holding the reverse slope of a sand dune. After a quick rush from the panzergrenadiers and a fusillade of submachine gun bullets, Bill's flank collapsed.

Reinforcements pour in
The British squad holding the west wall was quickly shot to bits by Mitch's Afrika Korps troopers. We got another squad to come in and shore it up before everything went downhill.

Kampfgruppe Berdinka
Mitch's troops shot up the British defenders and got into the center of the town. One of his tanks overran Bill's 2-pounder; another took out my Crusader tank with a side shot. My only success of the game came when I finally took out the Pz IV I'd been targeting with my Grant all game long.

Even though the Germans and Italians failed to take every building in the town by game's end, they had shot us out of all of them. They even re-killed Lt. Kevlar, who had recovered from earning his posthumous VC in a previous North Africa game. The only british forces in town were my burning Crusader and my small four-man command team. Apart from that we had my Grant, a Valentine, and a Honey facing off the almost untouched Axis armor.

After lunch with Bill at the Elliot Bay Brewery, now occupying the old site of the American Eagles hobby shop, I brought Phil's troops to him, went home, and then got fairly ill for the next three days. I'm not sure if it was Drumbeat, the wait in the cold, the burning pink board fumes, or what. I was experiencing the return of an intermittent cough/sore throat, but it turned into a full-blown cold on Saturday afternoon as I sat at home and shivered with chills. Better now after a sick day at home.


Sunday, January 5, 2014

2014: Out with the old, in with the new


So another annual milestone is passed in relentless frequency. It's time for reflection, resolution, and resignation. I'm a few days late with this, but here goes:

Reflection

Looking back at 2013, I'm hard pressed to think of any big achievement in my gaming life. Most of my productive energy and gaming time was spent on Bolt Action. This is not a bad thing. I like Bolt Action. It has an energy and flow to it that makes our games enjoyable. Playing Bolt Action also meant a lot more playing time with Phil Bardsley, Bill Stewart, and Dick Larsen. Longer in the tooth now than when I first met them—as am I—they game less frequently than in their relative youth, so it's nice to be a part of the few times when they game. Our games are pleasant and exceptionally non-acrimonius, which is a good thing.

Bolt Action also has the virtue of not winding me up. For some reason, certain games that I have played a lot just get me going and force a rant. Kampfgruppe Commander is one of those. I played a few games this year and always found myself getting frustrated. I'm not sure why. I think that despite its qualities, the game also has inherent flaws. It's essentially a tactical game that was re-written, streamlined, and transmogrified into an operational game without really changing the tactical nature of some of its mechanics. The lineage of KGC II goes back to Clash of Arms Games' The Clash of Armora good, albeit complex, set of tactical rules than no one I know of plays any more.

I think my focus for WW2 gaming is getting more towards the skirmish level. Bolt Action is the current station of that pilgrimage. I had the opportunity to play Battlegroup Overlord just before the new year. This is a big lavishly-produced offering from The Plastic Soldier Company. I have the first set of rules for the series, Battlegroup Kursk. BGK and BGO are skirmish level games, like Bolt Action, with their own command/control system that emphasizes allocation of variable command points. Fire actions can be for pinning or for effect. Pinning has a major effect on the game in that un-pinning units requires a random pull of a numbered chit (1 to 5) that counts against a force's overall rating. Once the cumulative number of chits pulled equals the force rating, the side loses. This can result in a game ending even when there are significant units still intact, i.e., no fighting to the death of the last figure. In our game, we had remaining two Tiger Is, two StuG IIIs, roughly a platoon of infantry and some other assets (like off-board heavy mortars)—but still lost, despite having brewed up most of the American armor (not surprisingly when Shermans take on Tigers). I liked the game and will post more about it, and other WW2 skirmish games, later.

I managed to complete a lot of figures, terrain, and vehicles for WW2 skirmish. I know have decent forces for British in North Africa, Japanese, and US Marines. I also have made progress on French Foreign Legion for North Africa and Russians (lots of unpainted lead for Ruskies, but I did complete "The Beast," a.k.a. a big T-35 model from Company B.

I got back into board gaming in a big way. I attended Dragonflight and Bottoscon this year and had a great time. I tend to think, incorrectly, that a board game convention is all about playing lots and lots of boardgames. But actually, the average hex 'n' counter wargame takes as much time to complete, or more, than a miniatures game. Despite the expense of most board games, it's cheaper than miniatures by far. This point would be sensible if one were an alternative to the other. I do both. No money saved in that. I see board gaming as a continuing trend. Not only are there a lot of great games coming out, but I have several that deserve a lot of play. It's a matter of finding time and opponents. This, too, increases gaming overhead.

I made slight progress on finishing my two rules projects: Row Well and Live and Pike & Periwig. The former is further along both in finalization and in models painted. I have many more galleys to complete, but more than enough to play big multi-player games. Pike & Periwig requires more editing and significantly more figures painted (see Resolutions below).

I spent little time on painting over the year. My productivity came in spurts, but there have been long down times. Between the beginning of November until just after Christmas I painted nothing at all. Nothing. I somehow managed to migrate my painting activity from my little painting nook in my den to the dining room table. This migration actually started in the summer of 2012 when I was painting a lot of ships for Row Well and Live. It was more productive to have a large space to spread out on. It also gave me the opportunity to paint in front of the TV, which I can see from the table. The den has radio or I can play DVDs or stream video through my computer, but my back is to the monitor when I paint. When I prepared to go to Bottoscon for three days in early November, I cleaned up the table lest my cat-sitter think I was completely feral. I liked the clean table so much, that I couldn't bring myself to re-migrate to it. However, I never got things going again upstairs until I had two weeks off for Christmas. Now I'm set up in my wee painting nook again and have made some good progress on some ancients figures for skirmish gaming (about which I will post more later).

Resolutions

One has to be realistic. I am not going to invent cold fusion or perpetual motion any time in 2014. I will not paint Napoleon's Grande Armée in any scale, nor any part thereof. I can, however, take a stand on a few things.

Paint more - the most prolific painters I know (e.g., Kevin Smyth and Bill Stewart) paint at least one hour a day. Whenever I've put in a little bit of painting time over a few days, I'm amazed how much I get done. Part of it is the momentum of actually painting and seeing things get nearer to completion that impels me to paint further. Then again, the inertia of not painting can be almost insurmountable. This situation requires dedication. So, I resolve to paint something—even if it's just an eyebrow on one figure—every day.

Watch TV less - this resolution is a corollary to painting more. Actually, it's video-watching since I don't have cable. I do, however, have a lot of DVDs, Netflix (discs and streaming video), and Amazon Video. It's a cornucopia of flickering eye-candy. As I've mentioned, the painting place is once again upstairs where the TV is not. I'm chagrined to reflect that I spend a lot of time watching things on Netflix or Amazon Video. I blame the cats! It's far too easy to binge-watch several episodes of an old TV series. I have to confess that I managed to watch every episode of NYPD Blue from first to last this year—TWICE! That's a lot of sitting on my butt, even though with the painting table downstairs, I managed to paint a lot while watching. However, it has been all too easy to come home at night, fix dinner (or order in, like pizza), and collapse on the couch smothered in cats (whose lethargy is highly infectious). You can't hear it enough: as a grizzled old man on my death-bed, I will not lament that I spent too little time watching the boob-tube—though I will likely lament the opposite. So, I resolve to limit my video watching to five hours per week.

Eat better - I love to eat. Who doesn't? I managed to lose about 30 pounds this year, although I gained some (too much) back between Thanksgiving and New Years. I was on a strict fascistic diet that allowed only 500 calories per day supplemented by drops of HCG, which is a hormone that causes you to burn stored fat. When I was on the diet, the results were amazing. However, I discovered that after a week of eating 500 calories a day, I wanted to eat a whole pizza—and did. Mostly I found myself jonesing for Chinese food. I would see a week of steady weight loss flushed away after downing a large order of cashew chicken. I indulge myself too much. So, I resolve to stick to the HCG diet until I get to 180 pounds and then adopt sensible eating habits of 1500 calories per day with no empty calories. Wish me luck.

Read more - This resolution is a corollary to watching less TV.  I used to be a ferocious reader. Now I find that I fall asleep the few times that I pull out a book. I get home, eat too much, watch something on the TV for too long, then pick up a book just about the time I'm getting drowsy. I'm pretty sure I'm getting stupider as a result. I can't entirely blame TV; I must also blame the cats! (I did post about this some years back.) My reading also suffers from options overload. I spend a lot of money on books. My bookshelves runneth over and my iPad is stuffed with eBooks for my Nook and Kindle apps. However, I find myself often grousing that I have nothing to read. In fact, I have altogether too much to read. It's just my short attention span asserting itself. So, I resolve to spend at least an hour every day to reading.

Exercise - I have been a full-on Gold level 24-Hour Fitness member since about 2000 and was a Gold's  Gym member for years before that. I was never a gym-rat, per se, but I did spend several days a week working out. When I bought Stately Chez Dave in 2006—and acquired three cats!—I just stopped going regularly. I went from being 180 pounds in Jan 2006 to about 245 at the beginning of 2013. I'm fatter than Grendel! Through the HCG diet, I got down to 210 in late October, but its crept back up. In addition to dieting and eating better, I need to work out. Nothing too hardy. I'm 53 now, so I don't expect to be Charles Atlas, but regular aerobic exercise will keep me less tired and regular resistance exercise will keep my bones healthier. So, I resolve to spend at least three days each week working out.

Spend less - I have never kept a budget. Never. When I reflect on it, it seems absurd—even though I'm sure that most Americans don't either. Budgets are like dieting with money, and no one likes to diet. I indulge myself with gaming stuff: lots of expensive figures I don't paint, lots of expensive rules I don't play, and lots of paint I don't use (I'm a bit more than bemused at how many duplicate, triplicate, and quadruplicate paint colors I have. I just buy without knowing what I already have. Me: "Oh look, red. I think I need red..."). The excess causes storage problems. I'm not tidy in any sense of the word, but that situation is only exacerbated by too much stuff and too little space to put it. I also buy books, as I mentioned above. Sometimes, really expensive books. I like to think I'm a collector as much as reader (which is not untrue), but I do buy a lot of books that I can't possibly read. I also spend too much on food. Eating simpler and better (resolution #3) is not just healthier, it's more economical. To spend $20.00 on a pizza is not just a lot to spend on a meal, it's fattening. I also buy lots of boardgames that I don't play. Again, I think of it as "collecting," but I have to draw a line somewhere. When I look back on what I spend each month, I'm aghast. So, I resolve to set and live within a budget. I'm on Mint.com, which helps. I just need to be stricter with myself. I've budgeted $150.00 for hobbies and $100.00 for books each month. These numbers are much below my actual average...

Declutter - Spending too much and having no space to put the excess leads to clutter. My garage is in disarray so that I can't put my car in. I meant to clean it out, I just don't like doing it. Opening up all the boxes is somewhat delightful as well as disturbing. I have lots and lots of little metal men that I meant to paint (really), but never did. In some cases, I have got back to them. However, there are a lot of figures that I've had for 10+ years and expect to be sitting around still 10+ years from now. I have a closet too full of clothes that I don't wear—in fact, my actual wardrobe is very simple, so why do I have so much else? I gave a lot away last year and should do the same this year. The clothes I have left are too small for me. The ones I gave away were the larger sizes that I expected to be unneeded as I lost weight. Oops. (I'll do better this year.) I need to take stock of what I can get rid of. For a lot of stuff, the Goodwill beckons. For a lot of gaming stuff, it's bring-and-buys or eBay. However, I need to organize and make stuff ready for sale. Books are a more difficult proposition. I regard them as resources, which I may not want to read now, but will later. I have a sordid history of getting rid of books only to re-buy them later—often for a higher price. Game rules are similar to books; I find them to be useful references and, more so than books, are hard to re-find at any price. In any case, I have much more than I need. So, I resolve to reduce my stuff-load to at least the point where I have a place for everything.

Blog more - I see that I've managed only 14 posts for all of 2013. To be fair to myself, my posts are long and often heavily illustrated. It takes a while to put on together and I don't always have time (however, less TV time will help!). I also have a lot in the hopper. My Blogger dashboard shows that I currently have 25 posts in draft mode. Many of these are almost complete, I just haven't made the final touches and posted. If I post more frequently, I may draw in more followers. Everyone needs followers. So, I resolve to post—on average—once a week for 2014. That means 52 posts overall. That may mean smaller posts, too.

Blame the cats less - However well the cats deserve my obloquy, I run them; it's not the other way around (hard as that may be to imagine). I've often reflected that the infectious nature of feline languor has much to do with my own laziness and unproductivity. Time to human up and admit that I laze around with the furry munchkins because I like to. However, the quality of torpor is more important than its persistence. I shall spend less—though better—time lounging about covered in a layer of cat. I will not let that be a drag on getting other things done.


Resignations

This is what I resign myself to not doing.

Big projects - In my younger days when time and money seemed inexhaustible, I had dreams of doing big gaming projects. It never worked back then and certainly won't work going forward. My experience with Bolt Action has shown that I can get a lot of bang for my buck on small-scale games that can be added to over time. Less than 30 figures and a tank or so is more than enough per side for Bolt Action. I am more leery of anything that requires a lot of large units. My Pike & Periwig rules call for 18-figure foot units and 8-figure horse units. Also, the rules can be played with a small number of units per side, basically a reinforced brigade, even though larger games are possible. Like Row Well and Live, I envisioned P&P as a system that didn't require huge numbers of figures/models to play. Apart from P&P, I see my gaming trending towards skirmish games in 28mm or larger.

Totally new eras/genres - As I've mentioned, I have a lot of unpainted lead and a lot of painted lead that goes unused. Part of the ever-growing-lead-pile syndrome is the tendency to get sucked into projects that are terra incognito. These projects require buying new figures, new rules, new terrain, etc. which defies all my resolutions above. I will not start any new projects this year. I need to do someting with my existing lead pile that decreases it, whether that means selling it off at bargain prices or painting it for use in a project that's been on the back burner (I have a lot of these). Anything I've started in 2013 or earlier is fair game for new figures, etc. But I won't suddenly start painting for a whole new area.

No plastic miniatures of any kind - This is more of a resolution than a resignation. The last plastic minis I painted were some Airfix HO scale Confederate infantry in 1977. I have not painted plastic minis since, nor shall I ever. I only mention it here as a response to the alarming emergence of plastic figures in the hobby.  Chacun à son goût and all that, but the day that metal minis go away, I officially change hobbies.

So there it is. My 2014 plans in a nutshell. We'll see how it all works.

Sunday, November 17, 2013

Game day at Flying Heritage Collection


On Saturday, NHMGS held a game day at the Flying Heritage Collection at Paine Field in Everett, WA. The event was the brainchild of Justin Spielman, who is the education coordinator at the collection. He talked it up with John Kennedy at The Panzer Depot and Kevin Smyth, NHMGS president for life, and so it came to pass.

The FHC is quite amazing. It's a pet project of Microsoft co-founder Paul Allen and he has been able to collect and restore to full working condition an amazing assortment of aircraft and tanks, mostly from the WW2 era. (It's just one of those things you can do when you've got 15 billion dollars.) We were situated in the museum right next to the M4A1 Sherman. In honor of our event, Justin had the turret turned to face the area where we were gaming.

The perfect venue for WW2 gaming!
I volunteered to run a small game of Bolt Action pitting Marines vs. Japanese in the first session (10:00 to 1:00).

My Bolt Action game setup 
Doc Marshal and I were the Marines and Jerry Tyer and another player were the Japanese. We went a full six turns in less than our allotted time, which speaks volumes on the efficiency of small, multiplayer games.

There were several other games. Chris Ewick of The Game Matrix in Tacoma came up and ran an interactive Battle of Kursk game in both sessions using Flames of War rules and miniatures. Damond Crump and Lawrence Bateman ran a WW2 skirmish game using Damond's home-brewed rules Fire and Manouver.


I haven't played the rules, yet, but Damond was kind enough to give me a copy at our Fort Steilacoom event in September. They look very interesting and have a lot of good ideas that make them a bit less game-like than Bolt Action without wandering into the tedious dread of being a "simulation." I'm eager to give them a try as soon as I stock up on the D20s required for the game.

Fire and Movement game with a MiG 29 in the background
Other games included a Check your 6! game run by Paul Grandstaff and an Action Stations! game run by Dave Schueler and Kevin Smyth.

Air gaming with a Ki-43 "Oscar" in the background
Dave and Kevin's Action Stations! game
Also on hand were some people from the local IPMS chapter. It's good to know the plastic modeling community is still alive and kicking. Even before wargames caught my fancy, I was an avid plastic modeler. It's one of those hobbies that I fear is dying because of competition with video games, etc.

After my game in the morning, lunch was provided in the parking lot by Michelle Wheeler and Hugh Singh of Stonehouse Miniatures. Michelle prepared two excellent barbecue options with fixin's. After lunch, I took the opportunity to browse the collection. We were in Hangar B with the tanks 'n' stuff. Hangar A is devoted to planes and a few rockets.

The tanks were amazing. All in all, the collection has a German Jgpz 38(t) Hetzer, a RussianT-34/85, and American M4A1 Sherman, a German kettenkrad, and two German Flak 37 "88"s.

Nothing says "Welcome" like a Hetzer at the door

Despite being a guy who likes tanks 'n' stuff, apart from the collection at Ft. Lewis, I haven't seen any vintage tanks up close. Having the Hezter and T-34/85 right there was like seeing PanzerBlitz come alive.

T-34/85 in winter white
Hanger A had a few beauties like the world's only IL-2 Sturmovik in flying condition. It was acquired and restored in Russia. The original pilot of the plane, a retired Marshall, requested and got a fly-over at a celebration marking the 100th anniversary of the Russian air force.

The flying tank
They also had a Me-163 Komet. It looked good and may fly—but probably only once.

The Me-163: dangerous to friend and foe alike
The museum also boasts the only surviving Fw-190 D-13 "Dora" in existence. The volunteer staff syas that it's flyable, but because it's the only one remaining, they never fly it. Otherwise, the planes in the collection get taken up once a year.

Long-nosed Focke-Wulf
There are a lot of other very nice items, including V-1 and V-2 rockets, a Mitchell B-25, Curtiss P-40 Warhawk in AVG colors, etc.

I left after I took my tour and didn't stay to play in the afternoon games.

I'll have to come again and bring my dad. The FHC is only a stone's throw from where I live. The planes in the collection take off from Paine field and I have often seen them flying over the skies of Lynnwood.

Tuesday, October 22, 2013

Red Sabres and Land Battleships


I've been remiss with postings over the last several weeks, so I'm working backwards now to cover our last few Bolt Action games, starting with Saturday's game in this post (because it's fresh in my memory) and going back to July in subsequent posts (for which I'll just make up stuff because I have no recollection now of how the games went).

The genesis for Saturday's game was when I bought a 1:56 scale T-35 from Company B Miniatures at Enfilade! in May. It was a long time getting done, but I finally completed it in September and was eager to get it into a game. I've completed T-35s in three scales now: the C-in-C model in 1:285th, the now out-of-production Battlefront (Flames of War) model in 15mm, and now this great hulking beast.

Land battleship Potemkin
The T-35 fascinates me. The whole idea of the land battleship, of which the T-35 was the epitome, was so wrong-headed—but compelling. All those turrets firing an all-around arc of mayhem has such an irresistible appeal.

Action off the port bow!
The great tragedy of the T-35, of course, is that it never got into serious action and, despite its formidable appearance and bristling gun turrets, it was a truly crappy tank. It was much underpowered, which lead to its remarkable frequency of mechanical breakdown (a fate that befell 90% of the T-35s deployed in 1941). Also, its multiplicity of turrets made it impossible for the tank commander to direct the action of the vehicle's 11 crew because there was no internal communication system.

But this was the occasion to get it on the table as well as to give Bill Stewart's Soviets and Germans a furlough from their storage boxes.

The game was a 1941 scenario with veteran German infantry holding against a Soviet counterattack lead by the T-35 and a couple squadrons of cavalry. We have no 1941 German tanks in suitable camouflage (as a later post of an earlier game will show, they all wound up in Libya), so we had to trust to the Bolt Action rules about the T-35's unreliability, namely that any pin result from fire takes an automatic +1 pin as well. This is a significant drawback because the tank can be reduced to an ineffectual state after just a few hits. However, perhaps as compensation, the Bolt Action rules make its armor a 9+, which is generous considering that the thickest armor on the tank was only 30mm.

The Russians were Jerry Tyer, Dick Larsen, and I. The Germans were Bill Stewart (who painted all the figures except the "beast") and Phil "clear cut" Bardsley.

I was in the center with my "beast" and two infantry squads. Jerry was on the right with an infantry squad, cavalry squadron, Maxim MMG, and an infantry command group. Dick was on the left with a mortar,  infantry squad, cavalry squadron, and mounted command group.

Facing us were Phil on the German right with probably two infantry squads and an MMG, but it was hard to tell because all the trees were in Phil's way. As the game progressed, there were fewer and fewer trees in Phil's position.

Phil's infantry holds the line amidst sylvan splendor 
Bill, on the left, had two squads, an MMG, and two 81mm mortars. Because the Germans had no tanks or AT weapons to counter the "beast," we allowed an integral AT rifle to each squad—which, it turned out, they didn't need...

Steadfast defenders of the pea-patch
I started out advancing a squad down to the river to cross a bridge, which I expected to draw Phil's infantry out of hiding. Once Phil broke cover to shoot my infantry, I unleashed the "beast" and gave Phil three turrets' worth of attention resulting in many hits and a few casualties.

Across the stream
The eruption of all that firepower from the T-35 got the attention of Bill's mortar battalion. The first few salvos missed, but it would only be a matter of time before they zeroed in. Phil's infantry got a hit against the "beast" with its AT rifle, which resulted in two pins using the special rule for the T-35. I was able to get it firing again and put more hurt on Phil's infantry, but time was running out for the land battleship.

On the Soviet left, Dick began his patented move-down-the-table-edge maneuver. His cavalry advanced, but then bolted back in response to a fusillade of 7.92mm bullets from Phil's MG-34.

Defending "Festung Teichschaum"
On the Soviet right. Jerry moved forward with his cavalry against Bill's advanced position "Festung Teichschaum" (fortress pond-scum). Faced with a bit of boggy ground that impeded rapid movement, Jerry withdrew his cavalry after the mausers opened up on him. At this point, both cavalry squadrons had pulled back in response to German fire, but couldn't get far enough back to escape getting hit.

Red Sabres forward!
Jerry advanced his Maxim gun to a position that took both of Bill's positions under fire, although Bill's reserve position, "Festung Erbsenfeld" (fortress pea-patch) was at long range. The Maxim took a few hits early on and was reduced to one heroic machine-gunner keeping up a desultory fire. The minuses for long range, target in cover, and reduced crew (-3 net) made it tough for Jerry to make any impression on "Festung Erbsenfeld" and Bill's Landser remained relatively untouched throughout the game.

Meanwhile, my infantry and the "beast" were whittling away at Phil's right-hand infantry squad and eventually eliminated it with the help of a few 82mm rounds from Dick's mortar.

However, Bill's mortars had finally zeroed in on the T-35 and it was soon hopelessly pinned. I was able to rally once and roll off all the pins, but I was still stationary under a barrage of mortar fire and by next turn, I could no longer do anything because I couldn't pass an order test.

Pinned and useless
Jerry moved his command group to the "beast" to provide some moral persuasion, but a commissar with a pistol has little effect on motivating a tank to return to a state of socialist ardor sufficient to perform as desired. Despite numerous fresh .38 caliber splash marks on the T-35's paint job, the "beast" would do nothing for the rest of the game and eventually withdrew when the number of pins became too great to ever roll off. Even if I had managed to carry out an action, a -4 or more penalty for pins would render any fire insignificant.

I was able to get my two infantry squads to advance. One went towards Phil's position on the hill and the other moved to flank "Festung Teichschaum." Faced with two Soviet squads closing in, Bill abandoned his position and got himself embogged in the swamp to his rear.

Attacking Phil's hill
Flank attack on "Festung Teichschaum" 
Jerry took advantage of Bill's withdrawal to move his infantry into Bill's former position, where he took out the FO for Bill's mortars, and to move his cavalry around to charge in and sabre the retreating Hun. Stormed at with shot and shell and reduced to 40% of its original numbers, there was no stopping the horsemen once they had a target in range.

Sabres in the bog
But in the next turn, "Festung Erbsenfeld" opened up and eliminated Jerry's few remaining bolshies on horsies. It's a glorious—but brief—career in the Red Cavalry.

Dick had been slowly working away at Phil's MMG with his infantry squad while Phil moved his other infantry squad to counter the advance of my infantry (and replace his eliminated squad). This gave Dick the opportunity to move his cavalry unopposed down the table edge to ultimately break through the German line.

Skulking to victory!
Dick ultimately took out Phil's MMG with an assault, which left the road open to another breakthrough (although he didn't make it off the table by game's end).

My infantry was now effectively out of action due to repeated hits that pinned me to the point of uselessness. I routinely failed order check after order check.

By turn six, Phil had one mostly intact squad left, Bill was still holding "Festung Erbsenfeld" with one squad and an MMG, with his two mortars still untouched.

Holding "Festung Erbsensfeld"
My "beast" had departed and I had two very reduced, very pinned squads. Jerry had a shot-up Maxim and a shot-up squad. There was no chance we were going to get these troops off the board past Bill's positions, but Dick's cavalry was galloping around the German rear area like J.E.B. Stuart and his infantry were close behind.

We called it a minor tactical win for Stalin's minions.

No set plans for the next game, but I will run a small Pacific War game at the upcoming NHMGS game day at the Paine Field Flying Heritage Collection in Everett, WA.