Showing posts with label Type: The Gazebo. Show all posts
Showing posts with label Type: The Gazebo. Show all posts

Monday, January 6, 2014

Inspiring this Gazebo Hunter #5

I've always been interested in what inspires gamers to break new ground and start another project. This series of articles is a brief overview of things which caught my eye over the last few months - some have already prompted me to try something new, some may lurk in the long grass until their time has come. I hope that something here grabs your attention and calls you to action!



Blog

I know a lot of people enjoyed the X-Com series of PC games; Bloggity-Blog-Blog put together a great tabletop version. It just remains for me to put together some suitable alien figures which will scale well with my 20mm moderns and this is an eminently achievable project.




Miniatures

I’m always on the look-out to integrate civilian pieces on my wargaming table. Ground Zero Games have again delivered for the 15mm Sci-Fi fan with these robust civilian vehicles. Dropship Horizon did a review a while back with some pictures. 

I haven’t been bitten by the Dark Ages bug currently sweeping through wargaming circles. Gripping Beast’s box of 40 plastic warriors at a very reasonable price will surely make assembling your warband much easier.


Non-Fiction Book

I finally got around to reading the acclaimed Lions of Kandahar which details a daring Green Beret mission in Afghanistan where they led local Afghan troops against  large concentrations of Taliban.



If special forces gaming tickles your fancy, give the Classified book from Ambush Alley Games a look.


Role Playing Game 

Rather than recommend a fiction book this issue (because I can’t suggest you read yet another Joe Abercrombie book!) I'm going to suggest that you take a look at Apocalypse World, an indie RPG from D. Vincent Baker. This is the book that brought me out of role-playing retirement and back into a regular game night. Everyone in the group is inspired and energised by the rules and the setting. The GMing advice therein is amongst the best I’ve ever received.

Film/TV

I am severely behind the times on this one, but I got bitten by the Archer bug over the summer. This anachronistic spy comedy follows the extremely dangerous and self-obsessed Sterling Archer as he deals with his domineering boss (and mother), his equally competent colleague (and ex-girlfriend) and the dangerous game of global espionage. It’s a hoot!



I am waiting for someone to introduce me to 7TV, which looks like the perfect game to bring Archer to the gaming table.


Random Site


Last year I threw the spotlight on the Lead Adventure Forum’s league. This time around, now that the Guild’s Annual Build has closed, I thought you’d be interested in taking a look. Everyone undertakes a project with several discrete blocks of work. Plenty of 20mm WW2 and moderns, but there’s also some spaceships and 6mm Cold War to feast your eyes on.



Tuesday, April 30, 2013

Inspiring this Gazebo Hunter #4


Preparing some articles for the upcoming fifth issue of the 'all things to all gamers' e-zine for the UK & Ireland The Gazebo; while you're waiting here's my article from #4.
You can view and/or print it from here but if you want to download it instead you'll need an account (pretty quick sign-up though).



I've always been interested in what inspires gamers to break new ground and start another project. This series of articles is a brief overview of things which caught my eye over the last few months - some have already prompted me to try something new, some may lurk in the long grass until their time has come. I hope that something here grabs your attention and calls you to action!


Blog

The Anderson Collection is a lovely showcase blog. Every period the author takes his hand to is done superbly, but the latest river crossing set during the Napoleonic era on the Peninsula is a great set piece. Those pontoons look lovely, but so simple.


If landing on a defended shoreline piques your interest, I heartily recommend taking a look at progress over at World War 20mm as they take on Omaha Beach. (You may have noticed more recent photos as this game appeared at Salute!)

Miniatures

Antenociti Workshop continues their sterling line of slick 28mm sci-fi with their civilian anti-grav Matador Aircar. I’m a big fan of their realistic take on urban sci-fi, using quite of few of their cars in my Tomorrow’s War campaign already.
While Gamecraft are better known for their modern-day 6mm and 20mm buildings, they also have quite a collection of 15mm historical buildings. This World War Two office/residential block would be perfect late-war urban battles.

Non-Fiction Book

The Jason Voyage by Tim Severin won’t surprise anyone familiar with his usual approach to the legendary journeys of historical figures. This is his incredibly interesting and informative account of his efforts in building a replica of the Argo and its trip from Greece to Georgia following the route to the Golden Fleece.


Fiction Book

The Heroes by Joe Abercrombie is set in the same world as The First Law, but follows the fortunes of key individuals during the three days of a battle. Excepting the Black Company, I can't think of as anti-war a fantasy novel as this. There are some lovely touches to this work and I wonder if anyone out there will do an adaption of the Saga rules for it…

Film/TV

Going slightly off-piste now, I caught the web series Battlestar Galactica: Blood and Chrome recently. I’m not entirely convinced by the actor playing the young Adama, but the action sequences were done quite well and it seemed to fit into the overall series mythology.


I am planning something along these lines at some stage, but it’s a slow-burner of a project so I think you might see it in early 2014…

Random Site

Michael Yon is an American journalist and photographer whose pieces always impress me. Obviously his work is of importance to anyone interested in Afghanistan and Iraq, but I found two recent posts on mud and tracking incredibly fascinating.


The Gazebo is on Facebook & Google+

Tuesday, January 29, 2013

Interview with Warwick Kinrade


This interview originally appeared in The Gazebo. Warwick Kinrade is the author of BattleGroup Kursk (BGK), reviewed elsewhere in issue #3.



DMC: Can you tell us a little bit about your background as a gamer? What early wargames influenced you or even inspired you to write your own rules?

WK: Early gaming for me was World War II and Napoleonics using Airfix and Matchbox kits, mostly on the bedroom floor. They were the first games with toy soldiers we had rules and dice for, before that we rolled marbles at each other’s men. Like many back in the 70s, most of my boyhood toys were army related, like Action Man, and mostly WWII too.

As I got a bit older I bought the first Warhammer rules, and we started playing them. Collecting actual army’s developed from there, and I was pretty much a fantasy only player throughout the late 80’s. I rediscovered World War II in the mid-nineties, with the first Rapid Fire, and we played them a lot. I started really collecting seriously then, boards, terrain, models, tonnes of stuff. That led me back into the wider world of historical gaming again, back to my youth, and I started collecting for other periods too, but WW2 always remained my main passion.

I don’t think I’d call it inspiration, but it was dissatisfaction with most of the WW2 rules available (and I tried most of them), that led me to write my own. Like many people, I figured it was the only way to get the game I wanted to play.

DMC: Before Kampfgruppe Normandy I think it’s fair to say not many historical wargamers would have heard your name – can you give us an idea of how you got into writing gaming material professionally?

WK: Well of course not, if you work for GW for 15 years then that is bound to be the case. I was also a games writer, in my teens I wrote many role-playing games, boardgames and house rules for everything. In some ways I think I preferred it to actually playing. I was taken on by GW after I left university (you know, when you suddenly have to get a job), so I applied with some of my own material, got an interview, did it and got a job as a trainee. After that I worked for GW in all sorts of writing and book production related roles, on White Dwarf, for the Black Library, etc. In the end I was Forgeworld’s main writer for 10 years. I guess there something inside that just needs to get out, given free time I often start noting down ideas of new games, I have hundreds of them. Some may someday see the light of day.



DMC: Is there any aspect or mechanic that you find yourself returning to across different games? Is there a common thread running through Warwick Kinrade material?

WK: Despite writing for 15 years, I haven’t actually designed many game systems. GW doesn’t do many anymore, so the opportunities were rare, but I do have certain things which I always consider when designing a game. After 30 year’s experience my ideas of what makes for a fun tabletop miniatures game don’t change much these days.

One important element, often overlooked, is that priority has to go to a gamer’s miniatures collection. Playing games is just part of the hobby, collecting is another big one, and I what to write games that encourage collecting, and give a reason and direction to it. For example, non-combat units like ambulances or radio teams. I wanted one (not loads just one of each) in my WW2 armies, and I also want them to do something in the game too, other than just look pretty. It doesn’t have to be much, just a little something useful. I’m not interested in making stuff powerful on the tabletop which, in my experience, is usually a fairly cynical attempt to boost miniatures sales and shows no respect to the players. Believe me it happens a lot, and there is a lot of ‘sales’ pressure, especially in the corporate world. I believe in the end, if the game plays well and is fun, people will want to buy the models anyway, you won’t need to twist their arms (by twisting the game). But you need to design a game from the ground up with collecting in mind, not shoehorn it in afterwards.

Another important aspect of wargames which I’ve come to love more and more is unpredictability and ‘chaos’ (not the spiky men). Games that roll ‘buckets of dice’ are quite predictable, because the more die you roll the closer you’ll get to the predictably average result. In my opinion, rolling 1 or 2 D6 is inherently more exciting than rolling 20, because the result is so much more random. There is nothing better than needing a 6 and getting it!



DMC: Looking at BGK, it’s clear that you’ve put a lot of thought into both points systems and scenarios. There seems to be great dispute between those two camps in gaming – what’s your take on the debate?

WK: My take is that both are valuable and valid. I do both. For years I was a purist, no points, only historical scenarios, I wanted a backstory and unbalanced but ‘correct’ forces, but I think this was because the points systems were overly simplistic and in striving for balance made the games dull. BGK points system exists to facilitate quick, evening gaming (because that’s what many players can do – including me), and the game doesn’t balance solely on points. More important is the Battle Rating system which works alongside it, it this system on which the game really balances. I also think the introduction of better, more historical-based and characterful army lists helps a lot to improve points-based games. You can have it both ways!

DMC: If all new sets of rules fulfil a need, what will BattleGroup Kursk (BGK) provide that other rules do not?

WK: A tenser, more dramatic and ultimately more fun game, which retains a good feel for the theatre or period! Subjective opinion I know, but I really think it provides a better feel for WW2 battles, and the character of the fighting in that theatre (here Kursk), than generic rules which provide effectively the same battles put with different model tanks. Of course, you can play like that, but I strive to give the games a characterful edge, a feel for the theatre and period, so battles in 1943 at Kursk feel different to those say, during the invasion of Germany in 1945. Not just the equipment has moved on, but the tactics, and the strategic situation too, I like to get a little of that influence into the army lists too. Subtle changes sometimes result in a very different feel and approach by players. It gentle encouragement though, not brow-beating.

DMC: Can you give us an example of how the German and Russian forces work differently?

WK: Well, the Germans are the all-rounders, a forgiving army to play, they don’t really lack for anything. Their infantry is good to very good, there artillery likewise, their tanks are good to superb, they have descent air support. All the elements are in place, and with good command and control they are a formidable outfit. Really, they were the easy part to deal with. It won’t be so in the 1945 supplement.

The Russians were the headache - now to make the Russian army fight more like a Russian army with its very different tactical doctrines? Obviously their equipment is cheaper, and their infantry is generally poor (but again very cheap). They have a lot of artillery, but it is inflexible, lots of guns, but can you get them in the right place at the right time. But it is command and control that they suffer most. Finding the balance took a while, but I think we cracked it.

Historically the Germans achieved about an 8-1 tank kill ratio at Kursk, and lost! But I don’t think you can write that game, who wants to lose that badly every game. But you can write a game were a 2-1 or 3-1 is the norm, it feels right, and yet the Russians can still win despite those heavy losses.


DMC: How do you handle the challenge of maintaining historical accuracy and playability at the same time?

WK: Basically, playability is always the priority, without it you have nothing. All the accuracy in the world doesn’t make for a better game. When designing you can take a few licences sometimes, as long as it improves the game play and retains the right feel. So, if a vehicle doesn’t have exactly the right move distance it won’t matter too much, as long as it still feels fast or slow.

That said, I try to get things right, and do a lot of reading and research. I’ve read everything I could get my hands on about Kursk. Most of it isn’t much use in games design, but it all feeds in on one level or another. Mostly, I want the tanks to have the right guns and armour.

DMC: I’ve described as ‘striking gold’ situations where rules reward historical tactics with success – do you have any good examples of this from playtests of BGK?

WK: Many. Too many to list. I’d like to think the entire reason for creating the game was to get closer to this, and I think we have succeeded (but that’s probably for others to judge). The number of reckless Russian T-34 charges that have had the German players cursing and sweating, only for a single Tiger to reap havoc and save what looked like a lost cause, or for a swirling melee to come out in the German favour, I’ve lost count of. Such asymmetry in a game is a tough one to balance; most games don’t even try and fudge it instead.

The game is inherently unpredictable, but it does encourage ‘realistic’ play. Note ‘encourages’, it doesn’t dictate it, I hate that, games and army lists with only one plan, based on what units you take, rather than how you fight with what you have.

DMC: I understand that you’re planning on doing Normandy ’44 and the Fall of the Reich ’45 next. What plans do you have for 2014 and beyond?

WK: Vague. The whole war (and beyond it too) are up for grabs. Obviously North Africa looms large, and there are many early war gamers I’d love to get something out there for. Blitzkrieg 39-40 isn’t my personal bag, but it will be high on the list. Best not to get too far ahead of yourself though, I try to stay focussed on the project in hand, pour all my efforts into that. I can say we won’t be dealing with the niche theatres and conflicts before we’ve covered the big ones. So there will be no Battlegroup ‘Norway’ or Battlegroup ‘Greece’, before I have covered early, mid and late war on the east and west fronts, North Africa and the Pacific. That’s a lot of work already. Spreading beyond WW2 is also on the cards, eventually.

DMC: Will these theatre-level books have the rules in them? How do you deal with comments about obliging people to buy the Kursk book to play with entirely different armies?

WK: The rules won’t be in every book, only the lists, scenarios, special rules etc. In effect, when you buy Battle Group Kursk you are buying the core rulebook and the Eastern Front 1943 supplement in one volume (which is not bad for £30). Soon(ish) (but don’t hold me too it), I’ll look at getting a smaller core rulebook available. But for now it’s Kursk, and I choose it because, as far as I’m concerned, the appeal of WWII wargaming is playing battles with the tanks (at its heart). So where else to start but at the largest tank battle ever?

Wednesday, January 23, 2013

BattleGroup Kursk - Review


The Plastic Soldier Company (in association with Iron Fist Publishing) has released a new games system for re-creating battles around Kursk in 1943 on the Eastern Front. They are written by veteran games designer Warwick Kinrade.



Overview

The book – well over 200 pages of colour – is split up into five broad sections:

  • 50 pages of rules with an example of a turn, and then detailed sections on movement, combat, artillery, morale and some special rules.
  • 25 pages of well-researched historical background (including information on the orders of battle and an in-depth timeline). 
  • Four detailed army lists including German panzer and infantry divisions facing Russian tank corps and rifle divisions, with full rules for all their equipment.
  • There follows 10 pages or so of generic scenarios and then a short seven-part campaign, ‘The Inglorious 12th July’, set during the savage tank battles at Prokhorovka.
  • A well-balanced modelling and painting guide – The tutorial shows three stages of painting… Basic, Gaming and ‘Master’ so while useful for novices, there’s plenty for more experienced gamers too.

First off, we get some guiding principles from the author: on style of play (friendly cooperation), measuring distances and line of sight. A few more pointers on what you’ll need to play are include (this one is solely for the novices) along with a very nice view of a battlefield. I think this is the first ‘wow’ moment in the rulebook: most wargamers would travel quite a way to play on a board like that, and tips on how to make such terrain are promised for later.



Then we start to get some idea of the structure of the game: army lists, points and battle rating (a factor which will be very important later), a discussion of infantry basing (single or multiple are fine, so long as individual casualties can be recorded), and a brief note on game size (minimum, maximum and typical points for games from platoon to battalion along with the recommended table size for each.

The Rules

I’m going to give a brief summary of the main parts of the rules along with a bit of analysis of the most important aspects. Pinning and morale play pivotal roles in the game. Supply and communications are also important considerations.

Command and Control

Each turn a commander can issue a certain number of orders (from 1D6 for a squad-level game to 4D6 for a battalion-level game, modified by the number of officers in play). A unit can take one action a turn, a list of orders is available, from straight-forward options like moving and firing, moving at double-rate and so on; to more specialised ones, like resupplying or requesting artillery fire.
Units can also be given a reaction order, which allows them to move or fire during a future turn in response to an opponent’s action.
Senior officers can also attempt to remove a pinned marker from a unit. If a player wants to un-pin multiple units he must draw a battle counter, which allows him to remove D6 pinned markers at the end of the turn.

Movement

Movement is fairly simple; infantry move 5” whether off-road or on one, only reducing this when crossing dangerous terrain (like barbed wire or minefields). Other units move further on the road, but most will lose D6” if they cross any obstacle or enter terrain.



Firing

Weapons have a maximum range, varying from 30” for infantry units with rifles to 70” for long-barrelled guns. All fire is made with D6s, and generally speaking a ‘6’ is an effective hit, a ‘1’ an outright miss and anything else a pin.
There are two main choices in the type of fire along with a few special rules:
Area Fire (for infantry and high explosive shells) – good for pinning the enemy without causing any casualties; it’s even possible at short ranges for a large amount of infantry fire to pin an armoured vehicle. Depending on the amount of cover the unit is in, it might not be pinned.
Aimed Fire – represents the unit spotting the target and actually hitting them for effect; an observation roll must be made (easier to spot vehicles than infantry, and easier to spot units in the open and firing than those obscured) before rolling to hit. After that the target unit can roll for its cover and then makes a morale test if it’s taken any damage.
There are rules to differentiate high explosive and armour piercing rounds (weapons have a penetration value and armour a rating – there’s a simple chart for cross-referencing). One old-school curiosity is the necessity to specify what ammunition load each of your tanks has at the start of the game; every time your fire you choose what type of round is being used – once you run out you have to be resupplied from a supply truck.
There are some further specialised rules for infantry falling back under attack, close assault and even anti-tank grenades. I really like the rules for these, rather than shoe-horn the normal shooting rules into this unique situation, there is a D6 table to determine the effectiveness of the attack.



Artillery

Artillery fire is a little bit more complicated in terms of mechanics, but I think how to treat the big guns is always a problematic aspect of wargaming rules. Because artillery is such a big part of the second world war (causing a majority of ground combat fatalities and wounds), balancing dominance with power is a tough ask.
Scheduled artillery arrive on a specified turn and location with no roll, but otherwise artillery from the ‘Additional Fire Support’ section of the list (representing army-level assets behind the lines) then a priority check must be made. If the roll fails, then HQ has refused your request; if the assets are directly under your battle group’s command you skip this part and go straight to the communications check. If that check is passed, deviation is accounted for and then we roll to see what the artillery effect is.

The rules escape one of the most common pitfalls by inflicting direct hits and pinning hits separately, moving from the centre of the blast area outwards, so that units closest to the epicentre will most likely feel worst off. Hit are applied until there no units or hits left (units can be subjected to multiple hits if there is an excess) so again there’s a decent chance that a significant number of units will be affected.

We get some additional rules for pre-registered target points, timed barrages and counter-battery fire missions, as well as a couple of good examples of artillery in action. We also see a detailed note on Soviet artillery, specifically picking out areas in the army lists where the Soviet flavour is (some are limiting, and some are definite pluses).



Morale

Morale is an important factor in the rules, with two aspects: unit (whether it will stand and fight) and battle group (who wins the battle).

Infantry units test whenever they take losses, but vehicles will take a morale test whenever they’re hit. There’s a chance that crew will abandon their vehicle is they were already pinned, immobilised or near an enemy unit without support. If the unit aces their test, they have a chance to go ‘Beyond the Call of Duty’ and immediately be given an order, even unpinning them if they are already pinned.

The battle group system is more complex. Each unit in your battle group has a battle rating (abbreviated br.). This represents how important and/or effective it is in the battle group. You can calculate your battle group’s break point by counting up your units’ total battle rating.

There is a mix of battle counters, most numerical (from 1 to 5, but clustering in the middle) but some with special effects. Each time your opponent destroys one of your unit you must draw a battle counter. More counters are drawn the first time your force comes under flame or air attack, whenever a senior officer is destroyed or when your enemy captured an objective. The extra battle counters include air attack, mine strike and others which allow you to strike back against your enemy. So it’s not all bad!

One really interesting feature of the rule (hinted at earlier) is the rally option at the end of each turn. You decide if you want to unpin (1D) unit in return for drawing a battle counter. This forces the player to make an assessment of the danger of his battle group breaking, and how important the currently pinned units are. There’s also an element of risk involved. When the number (hidden from your opponent) on your drawn battle counters exceeds your side’s battle rating, the game is over.



Special Rules

There are a slew of rules for specialised units, from the mundane (medics, artillery spotters, supply trucks) to the peculiar (bomb dogs). A few piqued my interest immediately. Radio trucks, wire teams and dispatch riders help you make those communications check to call in artillery, some give you a simple re-roll, but the dispatch rider gives you an automatic success as he rides off!

Some units are classified as ‘scouts’ whether they be a foot patrol, armoured car or spotter plane. Scouts help you win the initiative during the first turn of the battle and whoever has less scouting units than his opponent takes one battle counter in the first turn.

Also incorporated are rules specifically modelling mass Russian infantry wave attacks and tank assaults, as well as the strict authority of the NKVD.

The Army Lists

On first look the four army lists present a bewildering array of choices, but they are carefully structured so that you must purchase some basic units before going on to pick up the more specialist options. For instance, in the German Panzer Division list each standard tank option you pick allows one from the specialist support units; and given that a single Tiger I represents one such specialist unit, you may hobble yourself if you concentrate on non-standard units.

Within these constraints it is possible to pick a highly individual list, so I think this represents a good balance between historical accuracy and player style. Every possible option would seem to be available, from assault pioneers with flamethrowers and panzer aces to mass Katyusha batteries and motorcycle & sidecar combinations.




Conclusion

I’m not going to cover the painting guide or scenarios (I haven’t played them) except to say that they seem to be well chosen. The setups and forces involved varies in terms of size and style so I imagine most gamers interested in the period will be able to pick out one to try straight away.

While some don’t believe it should be a factor in choosing a wargames set, this book is definitely pushing the needle on the eye candy scale – while there are some historical images, the miniature photographs stand out for me, it seems like just about every unit you can field is represented in miniature form in the book.

I have to give these rules a solid thumbs-up: while I’m not crazy about keeping track of ammunition for each tank on the battlefield, the design principles are clear and implementation well-applied. I’m especially impressed with the battle group rating mechanic and trust that we’ll be seeing a lot more radiomen, supply trucks and other oddities on the battlefield due to the rules encouraging their use.

Tuesday, January 8, 2013

Inspiring this Gazebo Hunter #3

The third issue of the 'all things to all gamers' e-zine for the UK & Ireland The Gazebo was published a while back, but I haven't even gotten a chance to post my articles from it here yet.
You can view and/or print it from here but if you want to download it instead you'll need an account (pretty quick sign-up though).


I've always been interested in what inspires gamers to break new ground and start another project. This series of articles is a brief overview of things which caught my eye over the last few months - some have already prompted me to try something new, some may lurk in the long grass until their time has come. I hope that something here grabs your attention and calls you to action!

Blog

Wargaming Zorro in Black & White is an absolute gem of a site – you have to see it to believe it. First time I happened upon photos of the miniatures, I just assumed it was a black and white image effect. Have a look. If you’re still dubious take a look at the picture in the first post to see the setup with a full-colour miniature. 


If the prospect of painting miniatures in black and white piques your interest, have a look at this post showcasing mobsters on Carmen’s Fun Painty Time. 

Miniatures

I saw a nice review  on The Shell Case a couple of weeks back bringing WarMill to my attention. They’ve recently begun releasing laser-cut MDF terrain, which snap together in a modular fashion by the enterprising gamer. Perfect for your 28mm sci-fi urban projects.

Still on my modern gaming drive, S&S Models have released another batch of 20mm vehicles. Have a look at Shaun’s post on The Guild. I’m particularly interested in the M-ATVs (the Humvee’s replacement) as there’s loads of different options along with oodles of stowage available.


Non-Fiction Book

We take a voyage into Horatio Hornblower territory this issue - Nelson and the Nile by Brian Lavery doesn’t just address the battle which took place in Aboukir Bay , but places it in its strategic context, with military and political factors at play. Lavery has a deep understanding of the maritime world and the culture of both navies, and his narrative integrates the daily lives of the sailors aboard with the loneliness of the admirals in command.

The finely crafted books of Patrick O’Brian’s Aubrey/Maturin series is a great place to continue this train of thought. The Mauritius Command (the fourth book) follows the pair as Aubrey takes command of a squadron sent to the Indian Ocean to conquer the French-controlled islands there. Seeds for a joint naval/land campaign will surely be planted as Jack Aubrey struggles with his mission. 

Fiction Book

Day by Day Armageddon by J.L. Bourne is a fast-paced journal of a US naval officer’s attempts to make sense of, and survive a zombie apocalypse. Layout-wise, the book is interesting: as well as the day-by-day entry aspect of it, there are photos and diagrams ‘taped’ into the book along with a few hand-written notes in the margin and the odd stain.


Probably preaching to the choir on this one (unless you’re a comic-book purist) , but if not see if you can catch season 3 of The Walking Dead (Update: Part II of the season starts this side of the Atlantic on February 15th). After the Comic Con panel in July, I can’t wait to see all the new faces…

Film / TV

Guilty pleasure alert! Strike Back: Vengeance has started on Sky1 and though seems unlikely to win anything at the Emmys (though it did get nominated this year!) this special forces romp might just tempt you into a military/espionage-themed roleplaying game. Though there’s a lot of high-octane machismo and the situations seem a little contrived, there’s not much wrong with the tactics shown.
Going to have to break out the D12s and the ‘Hard to Kill’ rule to make this work in Force on Force…

Random Site
The Wargames Holiday Centre in Hampshire seems like a wonderful idea. A huge gaming area with custom made terrain and beautifully painted figures from just about any era you can think of. I’m seriously considering organising a visit with a few friends – bed & breakfast, refreshments, some great gaming and a few pints afterwards. All I need is the brownie points for the weekend away!

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Tuesday, August 7, 2012

Inspiring this Gazebo Hunter, #2

The second issue of the all things to all gamers e-zine for the UK & Ireland The Gazebo was published last week and I'm really impressed with the improvements our design people have made since the last time.
You can view and/or print it from here but if you want to download it instead you'll need an account (pretty quick sign-up though).


I've always been interested in what inspires gamers to break new ground and start another project. This series of articles is a brief overview of things which caught my eye over the last few months - some have already prompted me to try something new, some may lurk in the long grass until their time has come. I hope that something here grabs your attention and calls you to action!

Blog
Dougie’s Wargaming Blog is a relative newcomer, but all of his stuff is top-notch. In this post on ‘Irrigation Ditches’ Dougie shows us the finished product for some really nice ‘Green Zone’ terrain for his Afghanistan games – look back into some of the archives for a step-by-step guide in case you’re interested in take a stab at this simple but highly effective wargaming terrain.
If you like that, check out this three-part BBC documentary ‘Our War’ – uses helmet-mounted cameras along with candid interviews to give a close-in view of the Afghan War. The episodes show very different slices of the experience, not just action, but also the impact felt by the local population.  Available on DVD, but you should be able to get a flavour from the site.

Miniatures
6 Inch Move has been closely following Hawk Wargames new sci-fi line ‘DropZone Commander’ and the photos of the 10mm miniatures have been breath-taking. Have a look. All of the factions have obviously-different design philosophies and that’s always nice to see in a game. If you’re wondering, the Post-Human Republic stuff is catching my eye!

If you like modern wargaming, then Elheim release consistently great sculpts in 20mm. They increased their modern British range in April with some additional NCOs and a command team. As well as realistic poses, their inclusion of kneeling figures and specifically equipped soldiers for command (not just guys pointing!) is great for wargamers.



Non-Fiction Book
The Revenge of the 47 Ronin by Stephen Turnbull tells the famous tale of revenge in 18th century Japan.  Turnbull dissects the historical events and looks at how this classic tale of Samurai values has spawned countless versions on stage and screen. As befits an Osprey publication in their Raid series, photographs and illustrations as well as useful maps add flavour and detail. I’ve already started work moving this to a modern setting for a short series of wargaming scenarios …

I should recommend James Clavell’s Shogun, but if you are after for a dutiful path of violence, Ghost Dog: Way of the Samurai is worth a look. Forest Whitaker gives a superb performance as a hitman who lives by the code of the samurai in service to a mob boss. , Jim Jarmusch’s film is almost entirely character driven, even when there’s an action sequence it’s all about tone.

Fiction Book
The Fort by Bernard Cornwell – poles apart from Cornwell’s usual fare, this multi-faceted tale of an obscure siege of the American Revolutionary War eschews a hero-led narrative. What’s compelling about the story is that we get to see both sides’ flawed thinking and how costly their mistakes are. I’ve previously described siege warfare as the ugly sister to wargamers’ Cinderella, field battles; but if you’re at all inclined to give sieges a go, try reading this one to help you off the fence.

If you like that sort of thing, locate a copy of A Gallant Defense: the Siege of Charleston, 1780 by Carl P. Borick – a strong piece of writing which covers all the bases of the complexities of the campaign and siege operations while maintaining a clear narrative. 

Film/TV
After a long day of wargaming recently, we sat down to The Losers, the film based on the comic series of the same name. Made to follow the first storyline of the series, there’s nothing hugely original or breathtaking about this, just an enjoyable action movie with lots of nice set pieces and one-liners.


Discussing it afterwards, while we could see parallels in the main characters to gaming group’s behaviours we struggled to identify a good system (either for roleplaying or wargaming) which would encourage this kind of dynamic…

Random Site
The Grimsby Wargames Society run a thriving club and they obviously have a load of talented people involved. They run games across the widest of interests and I’m always interested to click through to their latest gallery of battles played. Most recently they ran the Battle of Breslau 1757 but it’s their Chechen game from a few months back which won them plaudits all round. 


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Tuesday, April 24, 2012

Battlegames vs. Wargames: Soldiers & Strategy


The other article I wrote for #1 of The Gazebo is this comparative review of two wargaming magazines: Battlegames and Wargames: Soldiers & Strategy


Though the quantitative comparisons tell their own powerful story, that can’t be all there is when contemplating a magazine subscription. There are a few major differences evident between the two magazines.

Editorial Overview 
Battlegames, well into its sixth year of publication has a strong editorial voice in Henry Hyde. Published articles all share a little of his ‘old school’ outlook, though this doesn’t prevent fantasy or science fiction material being covered. That Henry’s professional background is in design lends an organic connection between the magazine’s content and its layout and photography. Battlegames nearly went under recently and the last three issues have been published by Atlantic Publishers – though this doesn’t appear to have impacted on the editorial policy at all.

Wargames: Soldiers & Strategy is younger than its current issue number might suggest. Prior to #54 it was owned and run by completely different people (in fact it was a Spanish magazine). As an editor my impression is that Guy Bowers is still finding his feet. Some design elements have been tweaked since the first few issues, for example the two guest columns had darker backgrounds and italic text and were actually relatively difficult to read; that problem’s been fixed.


Quantitative Comparison - Content


Exactly where the dividing line between a Historical Overview and Scenario lies is probably up for debate, though in broad strokes I think you get a clear picture. Where an in-depth playtest of rules systems has been done, I’ve tended to categorise it with Scenarios, Rules etc. rather than with the standard Reviews.


Quantitative Comparison - Price


I’ve converted everything into Euro for easy comparison (but Sterling prices are given below).

1.  £34.50
2.  £40.50
3.  £19.50


Qualitative Comparison

Articles



Battlegames has established a pattern of articles, with the well-developed scenarios of Tabletop Teasers written by wargaming doyen C.S. Grant giving way recently to the Command Challenges. These are written by a variety of authors and are more diverse in style, so far covering such dissimilar eras as the Western Desert of 1940-42 and the Great Northern War 1700-21.
Other articles can include general wargaming issues (like Chronological Relocation for Scenarios from #27 or Rules and the Eclipse of Generalship from #26). One recent three-part series following a campaign set in 18th Century fictional nation of Grenouisse is well worth a look. There’s usually a scenario or two and an in depth or comparative review which along with a regular feature on modelling projects and the usual reviews to round out each issue.

Wargames: Soldiers & Strategy pursues a different tack, with a theme for each issue (a holdover from its previous incarnation). These run the gamut from niche interests (The Glorious Revolution of 1688 and 1920s Pulp) to more mainstream (Napoleonic Wars and American Civil War). One very useful article in the theme is an overview of suitable miniature lines for the era.  The theme comprises a handful of articles (between four and six), so while it’s a common thread there are as many articles in the issue about something else entirely. An extra couple of scenarios and some modelling articles make up the rest. One aspect of the editorial approach is strongly seen: there’s often quite a lot of historical background in the articles. Worthy of specific mention are the regular columns by well-known games designers Rick Priestley and Richard Clarke.
One note on the reviews; the editor’s quite generous with the space allowed, being half a page for miniature/book reviews or a full page for a game, with a photo or cover image. In Battlegames it’s a tighter arrangement, with three columns of heavy text broken up with the odd image. The Wargames: Soldiers & Strategy approach makes for easier reading and easier searching, but I’m not sure that there’s more content (and I’m not counting words!).


Breakdown
While the quantitative table counting pages of articles is useful (I hope!) a description of the contents of the latest issue may be easier to digest.

#28 of Battlegames contains two modelling articles (making fields and useful tips for the painting novice); two scenarios (French and Indian War and the Napoleonic War); a guide to wargaming A Very British Civil War and the dramatic climax of the Grenouissian Intermezzo.

#59 of Wargames: Soldiers & Strategy contains six articles on the theme of the Viking invasion of England (a brief history, a campaign outline from the Siege of York to the assault on Wessex, a campaign system for Saga, a stand-alone scenario and an overview of suitable miniature lines for Dark Age Britain); three modelling articles (Viking diorama, Napoleon’s Hanoverians and using ‘The Dip’ aka Army Painter’s Quickshade); two playtests (War & Conquest and Point Blank); two scenarios (Pyrrhus vs. Spartans and Anglo-Dutch naval warfare). An interview with the Field of Glory: Napoleonic team and the two regular columns (Rick Priestley on ground scale and Richard Clarke on unit scale) complete the issue.

Brief Highlights

In #25 of Battlegames Jim Purky guides us through his decision to concentrate on Napoleon’s campaign against Prussia in 1806, and how he came to such a restrained (compared to most of us) outlook on wargaming. He goes through unit size, basing system, army makeup and figure availability.

In #55 of Wargames: Soldiers & Strategy Richard Lloyd writes a step-by-step modelling guide on making sabot bases whereby single-mounted figures can easily be mounted on a good-looking movement tray, one where they’re not too regimented. This one will definitely be take out at some stage over the summer when I have some leisure time for a project.

Quibbles

You certainly can’t fault Henry Hyde for being passionate about a heartfelt cause – he gives a page every issue of Battlegames to highlight his Combat Stress Appeal which supports a helpline for the military community and their families in the UK. With the page count of articles relatively low already it probably represents the only criticism which could be levelled at the magazine – though you may guess I find it difficult to reproach Henry on this front.

One surprising aspect of Wargames: Soldiers & Strategy is the amount of history which is included in articles. Sometimes this is a short introductory piece to a scenario or the initial article for the theme section. Other times however it seems to overwhelm the wargaming aspect of the article altogether. For example, in #56 there is a four-page article on naval wargaming in the Wars of the Roses – we get to the last page of the article before we have a short section on figures and ships and another paragraph on available rules. This is a little infuriating and barely represents a kick-start for the aspiring wargamer.

In Summary

When it comes down to it my quibble with regard to the amount of history in the magazine just isn’t a strong argument against the magazine – there’s plenty of good wargaming content there too. Wargames: Soldiers & Strategy beats Battlegames hands-down in terms of value for money, but at the end of the day both represent good value for a wargamer with broad tastes. €6/€8 a month gets you both and to my mind that makes a lot of sense. I renewed my subscriptions to both of them in the last few weeks.

Wargames: Soldiers & Strategy is published bi-monthly by Karwansaray Publishers 
Battlegames is published bi-monthly by Atlantic Publishers


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You can view and/or print issue #1 from here


If you want to join the attack email me.

Tuesday, April 17, 2012

Inspiring this Gazebo Hunter, #1

Here's one of the articles I wrote for issue #1 of The Gazebo; in which I wanted to identify things which wargamers might find inspirational, not just blog posts, but books and films as well. I hope to make it a regular column



Blog
Lard Island News (the official blog of Too Fat Lardies) is always a good read. Giving us some valuable insights into why they design wargames the way they do. In this post ‘Fight on the Via Claudia’ they give us a good look at their work-in-progress Dark Ages game – looks like we’ll be getting a fine campaign system to develop warbands and it’s nice to see that leading from the front isn’t the only viable option for a warlord. Sidney Roundwood gives us a very different report of the same battle with his more epic approach.

If you like that, check out The Winter King by Bernard Cornwall – presents a very different view of Arthurian Britain from usual fare. He keeps to history as much as possible albeit with a generous pinch of poetic license. Fantastical elements are barely recognisable behind the grime, but this authentic take on the legendary King is compelling stuff.

Miniatures
Tiny Solitary Soldiers have done some great work on these Guncrabs from Khurasan’s 15mm Sci-fi range (though unfortunately not available yet). While I’m firmly wedded to my 25mm sci-fi collection, I am being constantly tempted over to 15mm by Khurasan’s releases and Spacejacker’s paintjob on these so good it hurts!

If you're more historically inclined, Claymore Casting's Medieval Scots are well worth a look. Claymore Castings are a new company and it’s great to see a fringe area get a bit of coverage – specifically for the late-14th century. From the look of them they’ll be usable for the Hundred Years War and War of the Roses without too much heartache, and given they seem to measure up pretty well with the Perrys’ range. Have a look at Saxon Dog blog for more photos.


Non-Fiction Book
Lords of the Sea by John R. Hale tracks the story of the ancient Athenian navy and its deep connection with democracy. It starts with the formation of the navy against the Persians, following its development to strangle the Aegean world with its naval empire and then to Athens’ confrontation with Sparta and its eventual demise. Not an academic history by any means, this is a fascinating look at how deeply naval matters permeated Athenian society, and there’s certainly enough time spent on the campaigns and battles of the era to whet the appetite of any naval wargamers out there.

If you like that, check out Tides of War by Steven Pressfield – a bit of a slow burner of a historical novel (and certainly not the crowd pleaser that his Gates of Fire is) but this is still an absorbing study of the career of Alcibiades, the Athenian general who sided with his native city as well as the Spartans and the Persians during the Peloponnesian War.

Fiction Book
Darkie's Mob by John Wagner – originally published in Battle, this comic strip (republished in a hardback edition by Titan Books) follows the exploits of British soldiers behind Japanese lines in Burma during the Second World War. Like most of its contemporary comic strips, it’s a ‘boy’s own’ action adventure, but unlike many of them it includes great characterisation as we follow the vicious escapades of Captain Joe Darkie and begin to unravel his mysterious past.

If you like that, check out Quartered Safe Out here by George MacDonald Fraser – the well-known author of the Flashman series recounts his experiences as a young officer in Burma during the last months of the war.

Film/TV
The Beast – a virtually unknown film set during the Soviet occupation of Afghanistan. After a punitive raid on an Afghan village, a Soviet tank takes a wrong turn and is hounded by Mujahideen as it seeks a route to safety. Where this makes its mark is the interaction between the tank’s crew and their tyrannical commander. I’ve already taken inspiration from this for a Force on Force game set during the conflict.

Though really, it’s probably much better suited to a roleplaying format - if you fancy that check out T-72 for Fiasco. Fiasco is a game about ordinary people with powerful ambition and poor impulse control – designed for single-session play with no prep, they release a free playset every month.

Random Site
Season 6 of the Lead Painters’ League is underway over on the Lead Adventure Forum
If you're not familiar with it get yourself over there to see some fantastic eye candy (as well as people going through their lead mountains at a cracking rate!) Every round participants paint up a team of miniatures, they're randomly paired off with another contestant, and then everyone votes for their favourite in the pairing. There are ten rounds after which a league table of sorts has been established. There are bonus points for matching themes in three of the rounds.
I'd urge you to join up, take a good look and vote. Here’s a favourite of mine from Round 3, featuring some exceptionally well-painted Quar cavalry.

Zombiesmith produces miniatures, rules and background with a unique sci-fi vision for the Quar.


The Gazebo is on Facebook & Google+

You can view and/or print issue #1 from here


If you want to join the attack email me.

Saturday, April 14, 2012

The Gazebo is Loose!

A while back Anita Murray and Noirin Curran raised the prospect of doing an all things to all gamers e-zine for the UK & Ireland - I jumped on board as the (non-GW) wargames editor. The first issue was published yesterday and you'll notice a lot of varied content from a lot of different people.
You can view and/or print it from here but if you want to download it instead you'll need an account (pretty quick sign-up though).


For roleplayers out there of a certain age, the tale of The Gazebo needs no introduction (up there with the Head of Vecna as one of the all-time tall tales of D&D)

GM: You see a well-groomed garden. In the middle, on a small hill, you see a gazebo.
PLAYER: A gazebo? What color is it?
GM: (Pause) It's white, Eric.
PLAYER: How far away is it?
GM: About 50 yards.
PLAYER: How big is it?
GM: (Pause) It's about 30 feet across, 15 feet high, with a pointed top.
PLAYER: I use my sword to detect whether it's good.
GM: It's not good, Eric. It's a gazebo!
PLAYER: (Pause) I call out to it.
GM: It won't answer. It's a gazebo!
PLAYER: (Pause) I sheathe my sword and draw my bow and arrows. Does it respond in any way?
GM: No, Eric. It's a gazebo!
PLAYER: I shoot it with my bow (rolls to hit). What happened?
GM: There is now a gazebo with an arrow sticking out of it.
PLAYER: (Pause) Wasn't it wounded?
GM: Of course not, Eric! It's a gazebo!
PLAYER: (Whimper) But that was a plus-three arrow!
GM: It's a gazebo, Eric, a gazebo! If you really want to try to destroy it, you could try to chop it wih an axe, I suppose, or you could try to burn it, but I don't know why anybody would even try. It's a @#%$*& gazebo!
PLAYER: (Long pause - he has no axe or fire spells) I run away.
GM: (Thoroughly frustrated) It's too late. You've awakened the gazebo, and it catches you and eats you.

Looking forward to issue 2; got an early draft of an article and promises of a couple more already. If you have ideas for wargaming articles (anything else I can pass onto the right person) email me.