Showing posts with label Tribal rules. Show all posts
Showing posts with label Tribal rules. Show all posts

Monday, October 9, 2023

Me so lithic, me rock you long time

Well, it's Paleolithic really, not Mesolithic, but I couldn't resist the title. Sue me. My Bobby Jackson cavemen et al. had their first outing in a Tribal game on Sunday. I packed the boys in my car and took them on a ride to Eric's house in charming West Seattle.

I have enough figures painted to make two fairly good-sized warbands with figures to spare. Most are the Bobby Jackson cavemen from North Star; the rest are Lucid Eye Neanderthals and Neolithics from the Savage Core and Beyond the Savage Core ranges. Each side had a warlord, two heroes, three warbands, and one marksmen unit. Because of the mix of figures I have, one side had two spear units and one with clubs, the other had two club units and one with spears.

We played on my 3x3 F.A.T. Mat from TableWar. I was able to use my recently-painted rock terrain. It was appropriately stone-agey.

We drew for two objectives each. Eric drew a heart (people) and a diamond (loot). His objectives were to kill the person marker (death to the betrayer!) and carry away the loot marker. I drew two clubs (territory) and had to both attack and Defend. I needed to have more of my units on my side than Eric did and more of my units on Eric's side than he did, which I thought might be a stretch. As it turns out, because I drew two clubs, I only needed to achieve one of the objectives, not both.

I cleverly deployed my marksmen atop a rock, although it was by no means a place of vantage to dominate the field. Apart from one hit (which was a good one on Eric's warlord), they were either ineffectively lobbing their missiles into the ground or busy dodging Eric's missiles lobbed at them.

The first flashpoint of the game was on my left / Eric's right. I came on strong charging first my spearmen and then my warlord against a unit of Eric's spearmen. I immediately floundered.


I outnumbered Eric by four units to two over there, but I was on the ropes. My combat hands were just crap. He was more aggressive there than I was. Unknown to me at the time, taking out the Neanderthal mother and child people marker in that area was one of his objectives. He kept trying to blitz through to get at her, but kept bumping into my units and wacking them around.

My much-oppressed spearmen, hero, and warlord were soon joined by a unit of clubmen that had been skulking through the woods to get on Eric's flank.

It wasn't exactly Stonewall at Chancellorsville, but it started to turn the tide.

Over on my right, Eric was moving his other hero around the edge of the board. I countered with my other hero—or shero, I should say, since it's one of my female character figures. She's got a club in one hand and a papoose on her back and she looks mean. She's one of the Lucid Eye Neolithics.

She wasn't as mean as Eric's hero, however. He knocked her around good, baby on her back notwithstanding.

Even with the advantage of ground, she took three wounds while giving out just one. I figured my best plan after that was to keep her out of the way. 

I had a unit of club-armed warriors over on that flank, but I'd moved them in toward the center after Eric came on stronger there. That's the flank where we both had our marksmen—and we both bought the Deadly Shot skill for them. It was standoff for several turns. I wasn't about to expose my units to getting hit with flung sticks and stones and neither was Eric. My only target for several turns was Eric's marksmen, though most turns, we just canceled out each other by expending our activation cards to no effect. It's funny how even in paleolithic times, those soldiers knew how to hunker down against the threat of missile fire.

Eric had a unit of spearmen that he charged in against my clubmen. In a terribly lopsided round (for him) he lost the whole unit without inflicting a single hit on the clubmen. I had a good activation card for the clubs (King of clubs, I think) and drew some very nice cards for my combat hand. Eric's draw was less fortuitous.

It was the first unit either of us had lost so far in the game.

Back on my left, my tribe was getting its groove back. It took some effort, Eric's units selfishly refused to just die, I just kept hurting them and forcing them back. Eventually, my 2:1 advantage paid off and I destroyed both his remaining spearmen and his hero. I lost two spearmen myself and got three wounds each on my hero and warlord. If I didn't have twice the men, we may have wound up like the Kilkenny cats and been left with nothing but our tails. As it was, I had a longer tail.

On my right, Eric committed his warlord to the fray with initially good results. Going in, he took a bullet from my otherwise hapless "deadly shot" "marksmen," but he still rocked me back in the initial clash.

By this time, it was looking grim for Eric. He was down by three units, while I was still at seven, even if some of my units were pretty battered. His four remaining units were formidable, but not likely to reverse his fortunes. My victorious troglodytes from my left were slogging across the swamps towards his remnant.

Keeping my objectives in sight, I bided my time knowing that I could outnumber Eric's guys on both sides of the table if I didn't lose any units. My powergrrl earth-mother shero was down to two wounds left as was my other hero. My warlord was down to four. I had a few losses from my other units as well.

Eric's position was a bit more precarious, but he was no more than a few good combat rounds away from evening things up. His big problem was getting to his objectives. His people marker was well out of reach. His loot marker was close, but I was guarding it. In the last turn, he nevertheless poised himself to take on my diminished unit of clubmen guarding the loot marker.

He might have picked up a few points and cost me a few had we played it out a few more turns. All his warlord—reduced to one wound—could do was gesture defiantly.


Post mortem thoughts

I love Tribal more the more I play it. It doesn't reveal its nuance all at once, but you start to see it almost instantly.

This was the first game we played where we bought skills. Up to now, I've just arranged warbands and stuck to the basics. For this game, I created two basic forces of 6 points each, as I described above. I alloted 15 honor points for warbands, which left 9 honor points for each of us to use buying skills and keeping a reserve pool. With the free skills that come with characters, we didn't need to spend much. 

The variable game objectives are very nice. My first impression was that I would do my own scenario making, but we used objectives in our four-player game at the Fix Bayonet! game day at Fort Steilacoom and I thought they worked very well. It changes the nature of the game dramatically without changing the ultimate goal: getting honor points because "Honour is everything!"

Because the objectives rules require markers for people and loot, I'm looking for ways to represent them. For the cavemen, I have the caveman family figures to use as people markers. For the Bronze Age Europeans, I have Stella, Ursula, the shaman, and Mr. Tambourine Man.

For loot, I've been using some plastic skulls that I bought in bulk from a seller on Etsy. I need to pretty them up and put them on bases. However, I'd like to get something more suitable for each period I do. For the cavemen, I'd love to find a 3D printed Venus of Willendorf that stands about 10mm high. I'm not sure about the BAEs, however. I'll know it when I find it. For now, it's skulls.


Mycenaeans looming

Eric has a big collection of Mycenaean/Trojan War minis that he's eager to do Tribal with. He's been rebasing them as single figures and can field six warbands for a big multiplayer game. He even has Olympian gods!



I have my own stash of unpainted Mycenaeans. As the Caveman Project nears a completion point, I'm now motivated to paint them, starting with the Eureka Bronze Age Greeks. With Eric's horde available, my contribution needs only to be small for now.


Misadventures in motoring

It took about a half hour to get down to Eric's in the morning. The trip back was more adventurous.

I-5 runs through downtown Seattle. It's about as badly engineered a road as you can imagine. To alleviate some of the logjam that it creates for itself going through downtown, there are express lanes that alternate running northbound or southbound depending on the time of day. They're open northbound in the afternoons, but I must have hit them just before they opened. Just. Before. Instead of sailing past all the traffic, I was stuck in it. A few minutes after I passed the onramp to the express lanes, I saw cars going northbound in them to my left.  I repeat: I had just missed it.

The only good thing I noticed is that the left lane that becomes a turn-only lane onto the Seneca St. now continues through. That was always a mess of clueless drivers desperately changing lanes to avoid being forced off into downtown. 

After the long slog of getting past the worst of the northbound traffic, I got the idea to stop at Shake Shack and pick up a burger. Shake Shack is a NYC import. There are four in the Puget Sound area and the new one in Lynnwood is the only one with a drive-thru in the state. I've never been there before and am generally skeptical about new sensations; they never live up to their popularity. I tried to go there for lunch a couple weeks back, but the drive-thru line was very long and very, very slow. I bailed out after five minutes because I could see that nothing was moving and I estimated that by the time I got my food, the meeting I had to get back to in 20 minutes would be more than half over, if not entirely over. I figured that I had time to wait—and did I ever.

I never Yelp (I've seen the South Park episode—no specials for me), but I did about this experience. I was generous and gave it three out of five stars. That was maybe too generous. I noticed several Yelpers giving it one. I thought the food was OK, but not for the price. A surprisingly small burger, fries, and drink came to $21.00. On top of that I spent at least 40 minutes in the drive-thru line. By the time I actually got the food, it was lukewarm and the ice in my lemonade had completely melted, making it watery. How is it that a place makes you wait a long time for your food and then serves it to you almost cold? Shake Shack didn't impress me and I won't be back.

I finally got home at about 3:45, having left Eric's at about 1:15.

Oh, then there was an 4.5 magnitude earthquake in the evening and that was my day.

This coming weekend will be a trek down to Chehalis, WA (somewhere closer to the equator than where I live) for the Veteran's Museum event.


Sunday, September 17, 2023

Fix Bayonet '23: The Tribaling

Another Fix Bayonet! game day at Historic Fort Steilacoom has come and gone. It was a beautiful, warm, sunny day and I was on the road just after 7:00 am to get down to make it for our 9:00 am start time. The event is run by Lawrence Bateman, who started it it maybe a dozen years ago based on his association with the fort's historical society and restoration projects. It's always been a highlight of the gaming year for me and I've run/played many enjoyable games at past events. It doesn't draw a huge crowd (less with each passing year, I fear) and the playing area is limited, but the quality of the games has always been high. There's always a morning and afternoon session with a lunch break in between. 

This year, I ran two games: Xenos Rampant in the morning and Tribal in the afternoon. Kevin Smyth and I were going to run a single Xenos Rampant game together in the morning, but a paucity of other games being hosted and the loss of one game host due to COVID (he's fine, just quarantined) caused us to divide our forces and take on two periods each. Kevin ran a  Rebels and Patriots game in the morning using his long-neglected Wayne's Legion minis and an Irish Civil War skirmish game in the afternoon. There was also a Stalingrad game hosted by George Kettler and Will Depusoy using Chain of Command (this was their Best of Show winning game from Enfilade! in May). In the library room, Lawrence and Damond Crump ran a game of the Battle of Antietam using the Altar of Freedom rules.


First period: Xenos Rampant - Dance of the Drones

My Xenos rampant game was a reduced version of one of the games I hosted at Enfilade! in May (not a show winner, but it got best of period). John Werle and I played the Green Meanies against Pete Dixon and The Man Named Ford, who were the Red Menace. The object of the game was to capture and carry of the board two errant drones that were moving about randomly. There were two 24-point detachments on each side.












There was a lot of extreme range shooting, especially from the weapons drones that Pete and I commanded. I had one unit that lost two figures and then ran away after rolling snake-eyes for morale. (However, in retrospect, I forgot to add the +1 for my nearby detachment commander, which would have just caused them to be suppressed. C'est la guerre.)

The random movement of drones favored John and me. Except for a single turn when Ford grabbed one of the drones—before being shot up, suppressed, and abandoning it—we snagged them and got them off board. despite a lot of losses on both sides, it was a Green Meanie win.


Interbellum: Lunch 

As often as we can, we spend our lunch break at the Steilacoom Pub & Grill. Kevin, Scott Abbott, and I went. The food is great (and plentiful).

A huge number of bikers were just pulling out when we arrived, so we got there just at the right time. I had a delicious reuben sandwich and fries. They have really good fries.


Second period: Tribal - Hills of Contention

My Tribal game again used my beloved 40mm Bronze Age Europe minis. I'm really happy to be getting a lot of mileage out of these guys. Currently, they're the only minis I have to play Tribal with. I set up a four-player game that included the aforementioned Ford (honestly, I never got his last name) and me on one side against Gene Anderson and Scott on the other.

Tribal has a system of randomizing the game objectives where each player draws 1-3 cards from a separate deck (we drew two each) that indicate what their objective is. My cards were duplicates, so I had just one objective, which was to control my side of the board by having more of my units on it at the end of the game than my opponent (Scott). Other player's objectives varied. One of Scott's was to kill my warlord (didn't happen). The double-edged sword of the objectives is that you gain honor points by achieving them and lose the same number by not achieving them.













Ford and Gene (longtime friends/opponents) played a cautious game. There were a few sharp fights—and Gene's slingers dominated the central area—but as often as they massed against each other, they withdrew rather than clash. Ford got one unit up onto the hill that stood between them, but Gene kept pummeling them with rocks and arrows, which kept them at bay. Neither of them fought over the hill, but stuck to the swampy periphery. I have to confess, though, that I put Ford in a bad spot. His warlord was in a chariot that couldn't move across any of the terrain features.

Scott and I were at hammer and tongs almost right off. He seemed to show particular interest in the hill that sat bewteen us at the edge of the table. He'd placed his 'person' objective marker (Mr. Tambourine Man) on it and I assumed he was going after it. I meant to deny him. It started out rough for me, but in the end I prevailed.

We counted our objectives at the end of the game, Scott didn't get either. It turns out the hill didn't really figure into any objective and he had no interest in Mr. Tambourine Man. Scot was -6 honor points for objectives. Ford was one and one for his objectives and wound up with a net -1 for objectives. Gene also split his objectives and was maybe a net 1 for them. I, as I mentioned, had duplicate objectives, so I scored only for one of them at 3 points. However, I gained other honor points for combats won and enemy units destroyed. I came out on top with 14 honor points, nine more than I started with (we all started with a pool of five).



Other games

As I mentioned above, Geroge and Will played their Stalingrad game. It's quite an attractive set up. I understand that the Russians got a marginal victory for controlling certain spaces in the factory.


The scenario for Kevin's first game was a Legion of the United States attempt to recover the cannon abandoned by Gen.Arthur St. Claire after the Battle of the Wabash (a.k.a., St. Claire's Defeat). I believe that the result was another victory on the Wabash for Little Turtle, Blue Jacket, et al. I assume that "Mad Anthony" Wayne survived, but his eventually big win a Fallen Timbers was in doubt.


I didn't get pics of Kevin's second game, but I believe it was a win for the IRA over the Royal Irish Constabulary.

Lawrence and Damond's Antietam game seemed to go well also. I only poked my head in the door a couple times, but it seemed like the union was rolling over the Rebs. They got across Burnside's Bridge on the first turn—something Ambrose might have done himself if he hadn't dithered so.


The future

There seems to be a growing number of game days sprouting up. COVID shut down some game venues and events that never got restarted. Once a staple of mid-winter gaming, Drumbeat (begun by Dick Larsen) is gone and likely not to return. The venue we'd held it in for several years, Lake City Community Center, had a fire in April and is permanently closed. 

When Fix Bayonet! started, it was a late summer option that would tide us through until Drumbeat. Now we have Summer Offensive (a.k.a., GaryCon) run by Gary Griess and the VetMu event in Chehalis that Gene runs, we have less pent-up gaming urges to satisfy.

We're also getting older and many people who thought nothing of driving 50 miles to game for a day, aren't inclined to even go 10 anymore. Coming down from Lynnwood, I'm likely the farthest-travelling attendee. While not young, I'm still up for a road trip.

I hope Fix Bayonet! continues for years to come. This year saw a smaller crowd than it's pre-Covid high, but it may be that it's just getting back to a regular part of the NHMGS game day rotation and once established, it will draw the same interest as before.