Tuesday, April 30, 2013

LSNC Author Team Takes Part in Army SLDP Event

Last Thursday the author team of the "Look, Sarge, No Charts" series of miniatures wargaming rulebooks, Buck Surdu, Dave Wood, and myself,  helped lead a Senior Leader Develop Program (SLDP) for a US Army unit, using our "A Union So Tested" Look, Sarge, No Charts: ACW rules.   Joining us in game-mastering the event were members of the HAWKs wargaming club,  Ed Duffy, Sam Fusion, and Eric Schlegel.  Sam was also the mastermind behind the event, and can be credited with putting the whole thing together.
Eric Schlegel (in blue shirt) helps determine the outcome of rifle fire during the First Day battle.
The event featured three battles from Gettysburg, each on it's own table: A First Day battle done in 10mm, and two large Second Day battles using 1/72 plastics. One of these featured the north half of the battlefield with the engagements around Culp's Hill and Cemetery hill, and the other the south end of the field, featuring Devil's Den and the Round Tops.   From 10 to 15 Officers, NCOs, and Senior Civilian Staff took part in each game; with the goals of team building, problem solving, and learning a bit about this historic battle
Dave Wood, (in blue shirt) explains a fine point of the rules in this shot of the northern part of the Second Day battle.
While many of the participants had never played a miniature wargame before, the players were quick to pick up the rules, and really got into the game. There was frequent cheering, or groaning, as player's fortunes rose and fell.  And, of course, plenty of friendly trash-talking amongst opponents. Everyone involved seemed to have a great time. And we, the authors, had a blast running the games. The participants got a real insight into the difficulties experienced by the actual commanders at the battle.
Sam Fuson (in white cap) listens as a player explains what he wants his units to do, on the Day Two south battlefield table. 
After the games concluded, Buck Surdu conducted a debriefing session where those playing the roles of the senior commanders at Gettysburg got a chance to explain the goals they had hoped to achieve and how they had hoped to achieve them, as well as discuss some of the realizations they had had about Civil War battles in general.
Buck Surdu (pointing) helps a player work through the melee rules.

We had a great time and we look forward to doing this again in the future.

Monday, April 29, 2013

Recent GASLIGHT Nashcon Game Playtest: Jasper Flint Saves the Queen

At last Friday's HAWKs meeting, I had a chance to playtest  one of the GASLIGHT games that I plan to run at the upcoming Nashcon convention in Franklin, TN, and again later in the Summer at Historicon. The scenario is entitled, "Jasper Flint Saves the Queen". It involves an attempt by the combined forces of Marshal Jasper Flint and his Posse with Victoria Hawkes along for the ride, along with a unit of U.S. Marines, and British Guards, to rescue Queen Victoria from the clutches of evil Prussian agents and their hired Mercenary Gunslingers.  The Queen has been kidnapped during a goodwill visit to the United States, and the Prussians are now holed up in a deserted Texas town, awaiting a zeppelin to fly in from Mexico and take the Queen out of the county.  The allied forces must stop them before the zeppelin arrives in 12 turns.
  Unfortunately, my trusty digital camera, which I've had for over 10 years, chose this night to die.  So most of the pictures were grainy and over-exposed, and tinged red. I was however able to salvage some of these by using a sepia tone and exposure fixes on them. In they end I think they give a good vintage look.

An overview of the table. A sleepy Texas ghost town, soon to erupt in battle
  The set up for the game begins with the Prussians setting up anywhere they want in the town, and placing the captive Queen in a hidden position, while the Allied players are away from the table.  When they are done, the Allied players return to the table, and set up their forces, with the restriction that each force (US, British, and Law Enforcement) must enter from a different side of the table.
The Marines advance, with their Captain leading the way.
   The Prussian players were sneaky and chose to hide the Queen in one of the less conspicuous smaller outbuildings, in hopes that the allies would search for her first in the bigger buildings .  The Allies entered with the Marines and their Steam-walker on one of the narrow ends of the table, and the British and Law Officials opposite each other on the long sides.

The Prussian Kreighosen tries to get the drop on Jasper Flint, but is forced to withdraw and help his companion, the disabled Armored Penny-Farthing.
    Jasper Flint and his Posse, and Victoria Hawkes, along with their Gatling Steam-wagon, came under immediate fire from a Prussian squad holed up in the old sheriff's office.  This fire scored a number of hits on the posse, including the gunner on the Steam-wagon. The posse broke and ran for cover, but was quick to regain itself, and the driver of the Steam-wagon moved over to operate the Gatling gun.
Meanwhile the British Guards and their officer, Captain Harland-White, and an Impervious Suit, made their way into town.  Captain H-W, climbed through a back window of a near-by blacksmith's on to a workbench  directly behind a Gatling gun and it's crew. the Captain quickly engaged the crew in hand to hand combat, but managed to fall off the workbench.  He quickly got up again, and was able to dispatch the crew in good order.  Meanwhile his unit moved towards the back of the Assayer's office but found the building to be occupied by a unit of mercenary gunslingers.
A view of the battle as the Brits (lower right) try to force an entry into the Assayor's Office.  In the distance the shot-up Posse tries to hold it's ground. And on the left, the Marines move up.
   The Americans, slowly made their way up, and had some difficulty trying to maneuver their Steam-walker over a fence that lay in it's path.  The Marine unit however, was able to eventually maneuver into a position to fire  on the Mercenary Gunslingers in the Assayer's office. These Gunslingers broke and ended up routing out the back door where the British Guard unit was, and the Brits were able to quickly dispatch the fleeing survivors.
The Krieghosen peers around the corner of the Hotel, before moving to help the disabled Penny-Farthing.
   As these firefights were blazing away, the Prussian Armored Penny-Farthing  and Krieghosen armored suit patrolled the streets looking for targets of opportunity.  The Armored Penny-Farthing soon, broke down, and the British Impervious suit moved to fire upon it while it was disabled.  The Krieghosen armored suit, moved to offer aid to it's disabled comrade.  A long and ultimately inconclusive battle took place over several turns with the Impervious Suit (which lived up to its name!) and the Krieghosen engaged in a melee of metal.
Major Edelweiss moves to fight Jasper Flint.  After a short melee, Jasper eliminates the Prussian officer.
  As the turns passed, the Allies still had not found the Queen.  The battle see-sawed back and forth with neither side gaining an advantage, but the Allies were running out of time.  On turn 10, the Prussians, by the scenario rules, had to bring the Queen out into the open, to await the now nearby Zeppelin to come and lower a basket for her.  On turn twelve the Queen would be assumed to be out of reach of the Allies.
Some of the carnage outside the Assayor's office.  Just out of the lower frame the Impervious Suit advances to take on the disabled penny Farthing. (photo by Buck Surdu)
As the Prussians brought the Queen out, Jasper Flint, and the rest of his force, raced towards where she was.  Jasper got perfect activation cards, and was able to run up and engage the Prussian officer escorting the Queen. It proved to be a battle to the death for both of them;  the Prussian officer was able to fire his pistol hitting Jasper, just as the Marshal lunged at him with his hunting knife. Both fell dead. With the Queen now unescorted it was a race to see who could get to her first.  On the last turn, the British Guards made it to her and formed a defensive perimeter and the Marines moved up to support them, just beating out a nearby Prussian unit
The final moments.  With Jasper Flint, and the Prussian officer down, the Allies rush to protect the Queen; as a unit of Prussians, at the fence, are a few inchs too late. (photo by Buck Surdu) 
The game was called as an Allied victory.  It was a close run thing throughout, and all the players said they had a great time.  I'm really looking forward to running this now at Nashcon, and again at Historicon.

Sunday, April 28, 2013

HAWKS Announce Historicon 2013 Game Line-up

Duncan Adam, the HAWKs' (Harford Area Weekly Kriegspielers) Historicon game coordinator, recently posted the line-up of games the club will be doing at Historicon this year.  As usual, there is a lot for gamers to chose from. See you at Historicon!


GM: Duncan Adams
Title: The Battle of Chateauguay, 25 October 1813
War of 1812; Home Rules
Thursday, 3:00 PM, 4 hours
With Canadian winter about to close the campaigning season a two pronged American invasion creeps toward Montreal. Lt Col Charles-Michel d'Irumberry de Salaberry, charged with stopping the right column, has chosen his spot along the swampy banks of the Chateauguay River. There fewer than 2000 Canadian militia face more than twice their number.


GM: Duncan Adams
Title: Chrysler's Farm, 11 November 1813
War of 1812; Wellington Rules
Friday, 2:00 PM, 4 hours
The American's 1813 campaign to capture Montreal is finally underway. After months of procrastination and with unenthusiastic naval support General Wilkinson's western arm of the invasion is crawling down the St Lawrence River while the campaigning season fades. All the way a small British brigade nips at their heels. On the morning of November 11th the American rear guard turned to face their tormantors, but hte outnumbered British were better led and carried the day. You can fight this battle again as Redcoat or Yank.


GM: Duncan Adams
Title: Action in the Med
WW2; Charted Seas
Sunday, 10:00 AM, 2 hours
The Royal Navy continues to pursue a 20th century Trafalgar that will decide control of the middle sea in one blow, but the Italians are too cagey and surprisingly too good to be dispatched that easily. Still, the British hope that this will be the day. Maybe they should be careful wha tthey wish for.


GM: Katharine Adams
Title: Warriors: Rescue the Kits!
Fantasy; Blood and Swash
Saturday, 10:00 AM, 2 hours
Erin Hunter's popular 'Warriors' series depicting the adventures of woodland cat clans comes to Historicon. Shadow Clan's leader Brokenstar has abandoned the warrior code and is after the other clans' hunting grounds. Only Thunder Clan stands firm. Yesterday they drove off a bold Shadow Clan attack on their camp, only to have Brokenstar's followers return and snatch a liter of kits. Now two parties of Thunder Clan warriors, with the aid of some Shadow Clan exiles, must strike deep into the Shadow Clan camp to rescue the kits.


GM: Christopher Palmer
Title: Scouring the Goblin Scourge
Fantasy; Bear Yourselves Valiantly: Look Sarge, No Charts: Fantasy, Ancient and Mediaeval
Friday, 7:00 PM, 4 hours
No longer mere raiding parties, the Goblins are occupying the once verdant Wolffang Valley in mass, burning and pillaging. The bordering Elvish lands can no longer stand this affront, and march to clear the valley.


GM: Christopher Palmer
Title: Victoria Hawkes Saves the Queen by GASLIGHT
VSF; G.A.S.L.I.G.H.T.
Saturday, 7:00 PM, 4 hours
On a royal visit to the U.S., Queen Victoria is kidnapped by Prussian Agents. Adventuress Victoria Hawkes is on their trail, and discovers the Queen has been carried off to a little Texas town, where the Prussians are awaiting a Zeppelin coming from Mexico to take her out of the country. Can you stop these fiends in time before they leave with the Queen!


GM: Jennifer Palmer
Title: Trouble at the Spyglass Tavern
Age of Pirates; Blood and Swash
Saturday, 7:00 PM, 4 hours
Sharpen ye blade, and load ye musket, for there be the usual trouble brewing at the ol' Spyglass Tavern tonight. Friends and enemies gather to settle their scores and gain some treasure. Pirate mayhem & merriment guaranteed in another one of Dr. Jenn's brawling adventurers.


GM: Eric Schlegel
Title: The Battle of Grossbeeren
Nap; The Continental System
Thursday, 2:00 PM, 4 hours
23 August 1813. It's time for another 200th anniversary battle. While Napoleon was driving on Dresden, he sent Marshall Oudinot to capture Berlin, which was defended by the Prince of Sweden (the former Marshall Bernadotte). They met at Grossbeeren, where Reynier's VII Corps was able to take the town before being counter-attacked by von Bulow's III Prussian Corps


GM: Eric Schlegel
Title: Caldwell Clears the Wheatfield
ACW; A Union So Tested (Look Sarge ACW)
Friday, 1:00 PM, 4 hours
2 July 1863. As Longstreet's attack on the second day at Gettysburg assaulted Sickle's advanced position in the Peach Orchard and the Wheatfield, the Union command began feeding in reinforcements. Eventually, elements of 3 Union corps would enter the maelstrom of the Wheatfield.


GM: Eric Schlegel
Title: HAWKs' Army Giveaway for Kids
ACW; Home Rules
Saturday, 2:00 PM, 2 hours
In this third year of a multi-year outreach effort, the HAWKs are sponsoring a game to interest children in the hobby. Several gamers have donated figures to the HAWKs with the understanding that we will get them into the hands of kids. All four children who participate in this event will get a small, paintedYankee and Rebel army to take home.


GM: Eric Schlegel
Title: The Thunder Dome Invitational Road Warrior Cross-country Race
Modern; Future Race
Sunday, 10:00 AM, 2 hours
A cross-country car race based on Jamie Davis' popular "Future Race" rules. Drivers will battle each other, the desert terrain and various other factors to be the first around the oasis and over the finish line. Bumping is encouraged (some might say required) and style points will be awarded for the most spectacular wreck.


GM: Don Hogge
Title: Tankers Challenge
WW2; Battleground WW2
Thursday, 7:00 PM, 3 hours
Mayhem reigns supreme as tank commanders try to be the "last tank standing". It's an every tank for itself affair as players command American, Russian, German, British and French armored vehicles. Who can you trust to watch your six? Earn points for each kill. Progress from light armored vehicles up to the King Tiger and JS-III. Not exactly historical but always a good time.


GM: Don Hogge
Title: Seeing the Elefant – Italy – February 1944
WW2; Battleground WW2
Friday, 2:00 PM, 3 hours
It is February 1944. The Allies landed at Anzio last month and their attack has stalemated. The Germans mounted a counter offensive to throw the Allies back into the sea. In the later stages of Operation Fischfang, elements from the Hermann Goering Panzer Division and other units attack from the vicinity of Cisterna as part of an offensive to reduce the Allied beachhead. A battalion from the 3rd Infantry Division are standing in their way. The US soldiers must hold the line.


GM: Don Hogge
Title: Action Near San Martino – September 1944
WW2; Battleground WW2
Friday, 7:00 PM, 4 hours
On the afternoon of 17 September 1944, elements of the Canadian Seaforth Highlanders advance under cover of smoke to secure the small Italian town of San Martino. The town had been taken the day before but then lost due to a successful counterattack by German fallschirmjaegers. The high ground at San Martino dominates the Rimini plain all the way to the Adriatic Sea. This area must be taken to support the advance of the 8th Army as it fights its way through the Gothic Line.


GM: Don Hogge
Title: The British Are Coming – Arnhem 1944
WW2; Battleground WW2
Saturday, 7:00 PM, 4 hours
It is late on 18 September 1944. Elements of the 4th Parachute Brigade are advancing to take the high ground north of Arnhem. The stroll in the woods becomes serious when they find their advance halted by a hastily formed German blocking force north of Oosterbeek.


GM: Bill Acheson
Title: Battle of Five Armies
Fantasy; Strandhogg
Saturday, 7:00 PM, 4 hours
Smaug is dead! Now everyone wants a piece of the pie. Rules with be taught. Kids welcome with a parent in the area.


GM: William Acheson
Title: Team Rocket's Gambit
Fantasy; Pride of Lions
Saturday, 12:00 PM, 3 hours
As the evil Team Rocket tries to conquer the world, they travel to the ancient island to summon the Pokémon Giratina. Fortunately a group of young heroes and their Pokémon armies plan to stop them. Play as some of the most famous Pokémon characters allied with their Pokémon in this adventure game.Rule will be taught. Kids welcome with a parent in the area.


GM: John R. "Buck" Surdu
Title: War Rocket
Sci Fi; War Rocket
Saturday, 7:00 PM, 2 hours
Various space factions battle among the stars for control of important communications satelites. This is a kids' game. Older gamers welcome with a participating kid.


GM: John R. "Buck" Surdu
Title: Just another Crazy Day in Granville, IL
Pulp; The GASLIGHT Compendium
Friday, 9:00 AM, 4 hours
In their continuing quest to subjugate the Earth, the Venusians have brainwashed Professor Serafini Nannini and gained use of his powerful anti-gravity ray. A Venusian raiding party lands in Granville to steal additional equipment from Nannini's lab. Can Duke Morrison, "Boats" Morgan, "Wrench" Web, and Crash Corrigan of the Rocket Patrol defeat the Venusians and their evil Earthly minions? Younger gamers welcome with a participating adult. Rules will be taught.


GM: John R. "Buck" Surdu
Title: The Walking Dead of Granville, IL
Pulp; The GASLIGHT Compendium
Friday, 6:00 PM, 4 hours
The evil Venusians, after being thwarted in their attempts to take over the Earth, have converted Professor Nannini's ray technology into a device that creates zombies – who are addicted to Desperate Housewives and American Idol. Duke Morrison and his pals have been sent on a rescue mission to save the town's people, gather much-needed supplies for the upcoming war of the zombies, and collect remaining scientific equipment from Professor Nannini's lab.


GM: John R. "Buck" Surdu & Christopher Palmer
Title: The Goblins are coming! The Goblins are coming!
Fantasy; Bear Yourselves Valiantly: Look Sarge, No Charts: Fantasy, Ancient and Mediaeval
Saturday, 9:00 AM, 4 hours
The forces of evil are at it again. The forces of good have formed an alliance to push them back into the "dark lands." This game uses the latest installment of the "no charts" family of rules, which is still under active development.


GM: John R. "Buck" Surdu
Title: Battle of Laon, 1814
Nap; Fate of Battle: Look Sarge, No Charts: Napoleonic Wars
Saturday, 2:00 PM, 4 hours
Napoleon is on the ropes as the allies push inexorably toward Paris. Napoleon plans to launch a counterstroke to set the allies on their heels. In the actual battle, Napoleon's attacks were uncoordinated and in some cases didn't occur at all. In this what-if scenario, Napoleon will attempt to destroy a Prussian and a Russian corps and prepare to launch against the Austrians.


GM: Steve Gelhard
Title: Verdun:The Breakthrough to Morte Homme; 6 March 1916
WW1; Home Rules
Saturday, 10:00 AM, 4 hours
Here, the entire German 22nd Reserve Division surprised the French and had already broken through the main trench lines and are advancing to outflank the Morte Homme hill on the West bank of the Meuse. THe French 67th Division are moving to stop them.They meet at "Goose Hill" and the Bois de Corbeaux just east of the Morte Homme.You can command a regiment if desired. Fighters, bombers, aerial spotting, balloons, gas, flamethrowers,assualt troops and a small amount of trench action.


GM: Steve Gelhard
Title: Battle of Caldiero: Charles stops Massena, 30 October 1805
Nap; Shako II
Friday, 4:00 PM, 4 hours
When Archduke Charles learned about Mack's defeat at Ulm, he began to retreat from his standoff with Massena in Italy. Massena seized upon this and immediately attacked. They met at Caldiero. The Austrians held the highground and a village in the center which Massena needed to secure victory.But Charles took the initative and attacked placing Massena on the defensive uncharacteristically. They fought to a stalemate. Either side can win in this evenly matched battle. Come play as the Austrians and actually defeat the French for a change.


GM: Geoff Graff
Title: Plastic Pirates Pounce on Packet
Age of Pirates; Home Rules
Saturday, 4:00 PM, 2 hours
Captain Palmer has captured the Bermuda Packet ship, and he brought it to Port Royal harbor to show off. None of the other Pirate Captains like him, and while Captain Palmer and his crew are ashore celebrating other pirates try to take the packet. The crew that does the most to get the packet under way will win the ship for their captain. If they can!!


GM: Geoff Graff
Title: Look Sarge, it's Raining
WW2; Look Sarge, No Charts WWII
Friday, 7:00 PM, 4 hours
So what happens tothe mobile German army when the rains of early fall land on Russia's dirtroads? The German army is pushing hard to complete another encirclement, and the Red army is resisting with what ever they have available, when an early storm front arrives, drenching the region. Can you succeed in your mission when mobility is reduced?


GM: Dave Wood
Title: Battle of La Rothiere 1 Feb 1814
Nap; Fate of Battle: Look Sarge, No Charts: Napoleonic Wars
Thursday, 7:00 PM, 4 hours
Napoleon Bonaparte had 40,000, but was facing not only Blucher's 53,000 men, but another 63,000 Allies within striking distance. Unwilling to risk battle at such odds Bonaparte was looking to withdraw, however Blucher forced him to fight. The French conscripts acquitted themselves well and held their ground until they were able to pull out after dark. Can the French repeat this, or will Gen. Wrede break through with his Bavarians and Austrians on their flank?


GM: Dave Wood
Title: Battle of Fere-Champenoise 25 March, 1814
Nap; Fate of Battle: Look Sarge, No Charts: Napoleonic Wars
Friday, 9:00 AM, 4 hours
In the chaotic final days, due to the utter confusion and swirling combat of the past two months Napoleon's much smaller army has been divided . Hoping to reunite with Napoleon, Marmont and Mortier joined their 20,000 remaining troops, slowly dragged 84 pieces of vital artillery. The crown prince of Württemberg, commanding the enemy advance guard has made contact with the retreating French. Not wanting to allow the enemy to slip away, he attacked the numerically superior French without infantry support. Will he succeed or will the French escape?


GM: Rob Dean
Title: Not Quite Seven Years War
18th Century; Charge!
Friday, 7:00 PM, 4 hours
The Not Quite Seven Years War continues as Alliance and Coalition struggle for dominance. Fast paced actions using the classic Charge! rules and the HAWKs homecast imagi-nation figures. Three different scenarios drawn from C.S. Grant will be played this year.


GM: Rob Dean
Title: NQSYW
18th Century; Charge!
Saturday, 3:00 PM, 4 hours
The Not Quite Seven Years War continues as Alliance and Coalition struggle for dominance. Fast paced actions using the classic Charge! rules and the HAWKs homecast imagi-nation figures. Three different scenarios drawn from C.S. Grant will be played this year.


GM: Rob Dean
Title: NQSYW
18th Century; Charge!
Saturday, 8:00 PM, 4 hours
The Not Quite Seven Years War continues as Alliance and Coalition struggle for dominance. Fast paced actions using the classic Charge! rules and the HAWKs homecast imagi-nation figures. Three different scenarios drawn from C.S. Grant will be played this year.


GM: Norman Dean
Title: Encounter at Jerboa
Ancient; N.U.R.D.
Saturday, 9:00 AM, 4 hours
The king of Jerboa can't decide whether to be friends with the Hittites or with the Egyptians. Help him make up his mind with your powers of persuasion and sharp pointy objects. Fast-paced Bronze Age action with plenty of chariots! Rules will be taught. Children under 12 welcome with participating adult.


GM: Norman Dean
Title: Get Me to the Temple on Time
Ancient; N.U.R.D.
Saturday, 2:00 PM, 4 hours
A Hittite prince is on his way to Egypt to marry King Tut's widow, but danger lurks on all sides. Will he arrive safely, or be ambushed in the desert? Fast-paced Bronze Age action with plenty of chariots! Rules will be taught. Children under 12 welcome with participating adult.


GM: Don Smith
Title: Sea Hawks Spanish Armada
Renaissance; Hopelessly Simplistic Armada, Modified
Saturday, 8:00 PM, 4 hours
The English fleet attempts to stop the Spanish Armada from invading England. This battle represents part of the Battle off Plymouth July 31, 1588 When The First Shots and the attempt by the English to stop the Armada.


GM: Kurt Schlegel
Title: The Battle of Chaffin's Farm
ACW; A Union So Tested (Look Sarge ACW)
Thursday, 12:00 PM, 4 hours
September 29, 1864. Rather than try to repeat the attempts of July and August to turn the Rebel left flank, Gen Butler has proposed to assault the center and right of the Confederate defenses in front of Richmond. Butler has two corps available including a newly formed division of colored troops, while rebels only have the Texas brigade and some cavalry to hold back the Union onslaught.


GM: Kurt Schlegel
Title: The Battle of Chaffin's Farm
ACW; A Union So Tested (Look Sarge ACW)
Thursday, 6:00 PM, 4 hours
September 29, 1864. Rather than try to repeat the attempts of July and August to turn the Rebel left flank, Gen Butler has proposed to assault the center and right of the Confederate defenses in front of Richmond. Butler has two corps available including a newly formed division of colored troops, while rebels only have the Texas brigade and some cavalry to hold back the Union onslaught.


GM: James ("Tank") Nickle
Title: The Wind is Up
Napoleonic; Fire As She Bears!
Thursday, 6:00 PM, 4 hours
French Admiral Villeneuve has caught the wind and decides to attack British Admiral Calder's Fleet soon after the Battle of Cape Finisterre.


GM: James ("Tank") Nickle
Title: Look Sarge It's the Punic Curse
Ancient; Bear Yourselves Valiantly
Friday, 9:00 AM, 3 hours
Hannibal has invaded Italy and the Roman Consuls are rushing to put an end to his maniacal schemes.


GM: James ("Tank") Nickle
Title: More Ships for Ironbottom Sound
WWII; Naval Thunder
Friday, 7:00 PM, 3 hours
Once again the Japanese and American Fleets duke it out for control of the waters around Quadacanal.


GM: James ("Tank") Nickle
Title: Look Sarge Hannibal's Not Here!
Ancient; Bear Yourselves Valiantly
Saturday, 10:00 AM, 3 hours
The Roman High Command has wisely chosen to attack Iberia rather than take on Hannibal and his veterans in this battle from the 2nd Punic War.


GM: James ("Tank") Nickle
Title: Let's Rob the Train
Old West; Blood and Swash
Saturday, 3:00 PM, 2 hours
A classic train robbery in the Old West with lots of swashbuckling cowboys and wild action.


GM: James ("Tank") Nickle
Title: The Great Train Raid
Irish Civil War; Blood and Swash
Saturday, 6:00 PM, 2 hours
The IRA has decided to stop and raid a train carrying supplies for the British Forces in Ireland. They will spare no blood to get what they want from the Kings Own.


GM: Bruce Kohrn
Title: Last of the Luftwaffe
WW2; Mustangs
Thursday, 3:00 PM, 4 hours
American "rat catchers" are patrolling a Me-262 base. CAP must protect the vulnerable jets as they land.


GM: Bob Giglio
Title: "White Lightning!" – 1920's Prohibition
Interwar; Prohibition Wars by Steve Barber (mod.)
Friday, 10:00 AM, 4 hours
Maltbee County, Kentucky. Federal Agents and local sheriff's department raid the farm of a family that has been making "white lightning" (bootleg) and selling it to gangsters in various cities during prohibition. But the McAllisters are not your typical family; they're born and bred out of years of back-country abilities, hardy, strong, and good shots. The Sheriff knows the family and warned the Feds that this might be a tough one. The Feds are well armed with the latest weapons, as well as full of bravado that the law is on their side. Well, at least that's their belief…


GM: Roxanne Patton
Title: To the Berezina
WW2; Look Sarge, No Charts WWII
Sunday, 10:00 AM, 4 hours
Since its withdrawal from Moscow during the Russian winter offensive of 1941-42, German Army Group Center had remained in its positions between the Pripyat marshes and the Dvina River. It formed a large bulge, projecting some 250 miles eastwards and at Orsha and Mogilev, still remained on the eastern bank of the Dnepr River. For its major offensive operation of the summer, the Russians had assembled four Fronts to reduce the bulge and destroy Army Group Center and push the frontline west of the Berzina. And in a deliberate twist of irony, Stalin set the start date of the offensive on June 22, the 3rd Anniversary of the NAZI invasion. The outcome would be the most destructive German defeat since Stalingrad.


GM: Bruce Weigle
Title: The Last German Battle: Rossbrunn, 26 July 1866
Age of Rifles; 1866
Friday, 10:00 AM, 5 hours
Although the Austro-Prussian War was won in Bohemia on 3 July, Austria's German allies doggedly continued the fight against Prussia's Army of the Main for nearly a month afterwards. This is the last major battle of the last intra-German war, as the Main Army tries to break through the Bavarian VII Corps to Würzburg and victory.


GM: Bruce Weigle
Title: The Last German Battle: Rossbrunn, 26 July 1866
Age of Rifles; 1866
Saturday, 10:00 AM, 5 hours
Although the Austro-Prussian War was won in Bohemia on 3 July, Austria's German allies doggedly continued the fight against Prussia's Army of the Main for nearly a month afterwards. This is the last major battle of the last intra-German war, as the Main Army tries to break through the Bavarian VII Corps to Würzburg and victory.


GM: Noah Guilbault
Title: Dungeon Hack: Capture the Artifact
Fantasy; DungeonHack+
Friday, 7:00 PM, 4 hours
The forces of woe have tracked the final lost bone from the avatar of Vecna and seek to obtain it, restore their avatar, and ensure another 10,000 years of darkness. The forces of weal seek only to destroy it. Get ready for capture the artifact Dungeon Hack style. Players control their own adventuring parties (and their opponent's monsters) on an award winning terrain while they try to get in, get the artifact, and get out alive. The winner is the party that escapes with the most artifacts but remember that competition is the name of the game. Get the power-ups with magical loot, battle monstrous beasts, battle opposing forces, and hope Vecna doesn't make an appearance. Will darkness return?


GM: Noah Guilbault
Title: Dungeon Hack
Fantasy; DungeonHack+
Saturday, 9:00 AM, 4 hours
Fall-In award-winning Dungeon adventure game returns for another run at Historicon! Get rich or die tryin'. Players control their own adventuring parties (and their opponent's monsters) on an award winning terrain while they try to get in, get the loot, and get out alive. The winner is the party (or remnants thereof) that escapes with the most gold but remember that competition is the name of the game. Get the power-ups with magical loot, battle monstrous beasts, raid opposing parties, double-cross your friends, encounter mysterious artifacts! Will you emerge…victorious?

Tuesday, April 23, 2013

GASLIGHT Facebook Page Hits 100 "Likes"

As co-author of the G.A.S.L.I.G.H.T. rules, I'm pleased to announce that our Facebook Page has just reached 100 "Likes".  I just want to take this time to thank all the fans of the rules for their continued support!
 
You can find the GASLIGHT Facebook page HERE.

Friday, April 19, 2013

HAWKs Hold a NQSYW Imgai-Nation Game

On April 6th, the HAWKs got together for a painting bee to work on this year's Armies for Kids Project (see previous blog post) and a Not Quite Seven years' War (NQSYW) game. NQSYW is the club's 40mm homecast Imagi-nations project. 
   The game was run by Rob Dean, and we used the classic "Charge!" rules. Click on any picture to see it larger
Initial deployment of forces: For the Pragmatic Coalition; the Wachovians, in their orange coats, are on the left and center along the ridge, and the Schoeffen-Buschhagen grenadiers are on the right.  Out of frame on the lower left of the shot is the enemy light infantry, and some reinforcing cavalry can be seen behind the ridge.  On the Northern Alliance side of the field; the North Polenburgers can be seen in their green coats on he right of the picture. Next to them are two regiments of Stanzbach-Anwatsch infantry ,one white coated, and the other in black. Then next to these are the combined batteries of NP and S-A, then the combined squadrons of cavalry. Our plan was to hit the enemy's right flank hard, where the ridge line ends, and roll them up.
   The scenario pitted an army of The Northern Alliance trying to capture and hold a ridge line from an Army from the Pragmatic Coalition.  While the Pragmatic defenders start off relatively weak, they receive constant small reinforcement units throughout the game.  Me, and my North Polenburg forces, fought as part of the Northern Alliance. Joining North Polenburg were the forces of Duncan Adams' Stanzbach-Anwatsch, and a detached unit of Light Infantry from Buck Surdu's Bergdorfreuthenheim.
   The opposing Pragmatic Coalition army was made up of a large contingent of Norman Dean's Wachovians, and several elements of Rob's Schoeffen-Buschhagen forces.
The scene on the Pragmatic Coalition's right. My green-coated lights, supported by the black-coated Bergdorfreuthernheim lights, battle with the enemy lights and grenadiers. In the first turn of fighting casualties on both sides were heavy.  This soon turned in favor of the enemy.
   I was assigned the command of my North Polenburg (NP) Hawk's Regiment, and a Light Company from the NP Queen Jennifer Regt. as well as the detached Light Company from Bergdorfreuthenheim. My troops were positioned on the left of the Northern Alliance line, and I was assigned the task of punching a hole around the right of the Pragmatic line, where the ridge they were defending came to an end. In hopes of turning their flank.  I had high hopes as opposing me was but a single Schoffen-Buschhagen (S-B) Light Company and Grenadier Company. I should know by now that it never works out as easy as it looks.
A melee develops amongst the lights, as the grenadiers prepare to pour fire into the lead company of North Polenburg infantry. On the ridge, the enemy cavalry can be seen preparing to charge the lead company of white coated S-A infantry.
I pressed my lights forward, but due to the confines of the terrain and our prescribed deployment area, the  companies ended up stacked up, so I was unable to bring their superior numbers to bear on the enemy light company. I hoped to press forward aggressively and defeat their light company with my 2 to 1 superiority, while also peppering the S-B Grenadiers in the flank so they would be weakened by the time my infantry regiment made it to the action.  This didn't work out, as my dice were dismal this day.
On the Pragmatic Coalition's left, two squadrons of Northern Alliance cavalry have worked their way into the rear, and threaten the enemy guns.
    My lights took it on the chin from their opposing number, and my fire against the grenadiers did little damage. So, when my regiment arrived, the S-B Grenadiers were able to shoot it full of holes with their superior marksmanship.  Again, the confines of our deployment, and the large numbers of forces we had, meant that I could only bring one company to bear from the Hawks Regt at a time.
The battle at it's peak. The first company of NP infantry has been shattered by the grenadiers, while the second moves up.  The Pragmatic cavalry in the center holds off the advancing S-A regiments, while in the distance the beginnings of the mass cavalry melee are  developing
Meanwhile, on the Hawks' right, the white-coated Stanzbach-Anwatsch (S-A) regiment marched forward, keeping step with my green-coated troops. The S-A regiment found themselves subject to a charge from a squadron of S-B cavalry from atop the ridge line.  The cavalry threw themselves at the infantry column in a suicide mission, buying precious time for three companies of reinforcing S-B infantry to make it to the ridge and prepare a defense.
Nearing he end.  Reinforcing Pragmatic troops reach the ridge, as the shattered NP regiment tries to hold while the black-coated S-A second regiment moves up. The cavalry battle swirls in the distance.
  Their plan worked. Just as I broke the S-B grenadiers, the first two reinforcing companies of S-B infantry crested the ridge, and fired into my regiment, bringing them over the critical number of casualties, and they fled the field.  Likewise the Queen Jennifer Light Company was also decimated and retreated, while the remnants of the Bergdorfreuthenheim lights sought shelter in a nearby patch of woods.
  Likewise, the lead regiment of S-A infantry had been so badly mauled by the cavalry, that a few shots from the S-B infantry now on the ridge left them near to breaking.  This left only the black-coated S-A regiment, which pushed hard at the enemy, but were weakened enough that they would not be enough to push the defenders off the ridge.
The black-coated S-A regiment makes it's final, ultimately unsuccessful, push. While in the cavalry melee the Northern horse begin to waver.
  Meanwhile on the far right of our line the combined NP and S-A cavalry had pushed hard and fast into the Wachovian defenders on the ridge; and together with some excellent fire from the NP and S-A combined batteries located in the center of our line, soon overwhelmed the Wachovian (W) infantry regiment defending there. At one point two squadrons of Northern Alliance Cavalry worked their was around the W's left flank and were able to charge and overwhelm their artillery.  These cavalry were in turn beaten back by a reinforcing squadron of Pragmatic Coalition cavalry. In  a few turns a massive swirling cavalry melee developed at the base of the ridge on our right.  This melee lasted several turns, but in the end the Northern Alliance cavalry was forced to give up their ground. And though both sides were badly mauled, there were enough surviving  Pragmatic horsemen to make another push at the ridge untenable. 

The scene near the end.  The NP infantry has left the field. The two S-A regiments have taken heavy casualties. The Northern cavalry is about to break and flee.
  And so we called the game, with both sides badly hurt, but with the Northern Alliance in no condition to push the remaining defenders off the ridge and then hold it. The game was determined to be a Pragmatic Coalition victory.    I look  forward to our next meeting on the battlefield, and a chance to reclaim our honor.
See Norman Dean's Blog for a report of the battle from the view of one of the Pragmatic Coalition commanders.

Thursday, April 18, 2013

HAWKs Have Painting Bee for Their Armies for Kids Project

On April 6th the HAWKs held a Painting Bee for their Armies for Kids project, and a NQSYW (Not Quite the Seven Years War)Game day at my gaming room. (See here for details of this game.) We started the morning with members getting together to work on painting some of the several hundred plastic 54mm ACW figures, generously donated by Randy Seybert, that we will be giving way in a special kids' game at Historicon this year. 
Some of the gang hard at work.
It was a pleasant time as we listened to music and talked gaming. We worked for about three hours, and we managed to finish about two thirds of the Union infantry, and a smattering of the Confederate infantry. 
   We also had had a few dozen of the  figures generously painted for us by Chris Johnson, which he mailed to us the week before, and we added those to the finished figures.
Dave Wood, working on some Confederates
We hope to schedule one or two more of these sessions in the months ahead to finish things up before Historicon.
Norman Dean took on the thankless job of being our flag painter, with excellent results.

A satisfying day's work.
Afterwards, we took a break for lunch and then set up a game of the NQSYW, the club's 40mm homecast Imagi-Nations project.

Monday, April 15, 2013

10mm Dollar Tree Plaster Castle

I found a great little plaster paint-it-yourself castle last week in the art and craft aisle at the local Dollar Tree. I thought it would make a great building for my 10mm fantasy games. I had a chance to paint it up over the weekend, and am pleased with the results. While not the most detailed piece of terrain, it was well worth the price.



Monday, April 8, 2013

Teddy Bear Pirate Ship Conversion: Part 3 - Completion

I had time over this past weekend to finally complete my Eureka Teddy Bear Pirate duck-shaped-watering-can ship conversion. I'm quite please with the results.
For those of you who haven't been following along with my lst two blog posts;  I found this great plastic duck shaped watering can at my local Target store a couple weeks ago.  And, it looked to me to be the perfect base to make a rubber ducky shaped pirate ship for my Eureka teddy Bears to sail in.
Since my last blog post, I completed the assembly; adding hatches, a mast, and a ladder leading up to the door in the back of the head, as well as a flag staff in the stern.

After the assembly was complete, I sprayed the whole thing with Krylon Camouflage Flat Black with Fusion to help with the paint sticking to the plastic.  When this was dry I sprayed the ship with some basic white primer
  After the spray primer coats were done, it was just a matter of painting the ship with the same basic craft paints that I use for my miniatures. I chose really bold colors to help with the rubber duck look of the ship.



All in all it has been a very satisfying project.  And I couldn't be more happy with the outcome.  My goal now is to make two more of these so I have a whole Teddy Bear Pirate Armada.

Wednesday, April 3, 2013

Teddy Bear Pirate Ship Conversion: Part 2

I've had the chance to work a bit on my Pirate Teddy Bear Duck Ship this past week, and thought I'd post some photos of my progress.   Below is a picture of the plastic duck shaped watering can that I got at Target, that I am using for the basis of my ship.

The first thing I did was cut off the handle with the rotary saw on my Dremel tool, I then cut a large section out of the ducks back, and about a 3" x 3" section out of the underside to make an access opening to help me in assembly. I also trimmed up where I had removed the handle from the back of the duck's head to make it a doorway.
 
My next step was to cut out a cardboard deck to fit in the back.  At first, my plan was to use this as  the main deck, but after I glued it in place I noticed it had a bad slope in it so I decided to use it as an under-decking for a proper wood plank deck.  At this time I also took a spare metal cannon I had, and glued it into the spout in the duck's bill.  I used E-6000 glue for all the gluing of parts to the duck's plastic body, and Tacky glue for gluing cardboard and wood together.
 
  I glued some popsicle sticks I cut to fit onto the cardboard deck to correct the slope, then cut planks from a sheet of balsa and glued them in place.  Next, I cut a cardboard oval, and glued it into the top of the duck's head to make the crow's nest. 

I then cut a piece of cardboard to fill the area between the deck and the top of the duck's back. Finally I cut a door to fit in the doorway at the back of the ducks head.
  My next step will be to glue on hatches and a mast, and then move on to to painting it.