Tuesday, January 24, 2017

Breitenfeldt 1631 at Sacramento MWS club

On Sunday January 15th I ran Breitenfeldt at The Miniature Wargaming Society.  This was almost two years since I ran it at The South Bay Game Club (see Breitenfeldt   for that game, order of battle and rules modifications).  The changes from the previous game were to rate the Swedish light guns the same as their brigade and to allow only one die for both light guns attached to each brigade instead of two dice for the light guns as at the previous game.  Based on the results of this game I will probably return it to one die per gun plus one die for the front battalion of the brigade. 

Once again the Saxons took flight, but this time the Swedish cavalry on their right flank suffered a catastrophic defeat.   Aaron was Gustavus Adolphus and commanded the Swedish right flank.   One of his cavalry units broke during melee causing morale checks for other units.   One by one, as they tested, the Swedish cavalry turned and ran as Aaron rolled a series of ones on a ten sided die.  All that was left on the Swedish right were the cavalry unit led by Gustavus and a couple of other cavalry units.

With both flanks gone and the main body of the imperial army bearing down on the Swedish center the Swedes conceded the battle to the Imperials.  In addition to Aaron, Mike O'Brian and a new club member who's name I didn't get that day (my apologies for this) were on the Swedish side.  Mike commanded the center and our new member commanded the Saxons.  On the Imperial side Chris commanded the right flank cavalry, Keith commanded the center, and Gary was Pappenheim on the Imperial left.  Rules used were "Repent or Die" from Hoplite Research   Lion of the North by GMT games was used for the battlefield and army composition along with determining unit ratings.

Table size was 5 feet by 12 feet.   An additional two feet could be added at the east end of the battlefield where the Croatian cavalry was.   All figures are Heroics and Ros 1/300 miniatures.

 View from the west end of the battlefield
 Keith (Tilly) on the left Aaron (Gustavus) on the right.
 Early stage of the battle.  Pappenheim's cavalry has advanced at the bottom.  Our new member at the top left with Chris in the center.
 View of the center from behind the Imperial lines as the Tercios advance.
 Cavalry action between Pappenheim and Gustavus.
 Tercios and Swedish brigades advance on each other.
 Saxons on the hill at upper right.
 The Imperialists engage the Saxons.
 The Saxons flee.
 Action in the center as the Swedish brigades engage the Tercios.
 Cavalry battle on the east end of the battlefield.  Pappenheim and Gustavus engage each other in melee near the center of the cavalry lines.
 View of the center from the west.
 The Swedish cavalry flee in ignominy.
Gustavus bravely holds against Pappenheim's cavalry.

Sunday, January 22, 2017


The last games of 2016 were two Starcruiser games at the South Bay Game Club.   Starcruiser was a spaceship combat board game published by Game Designers Workshop as part of their 2300AD universe.   GDW is best known for the Traveler series of role playing games, but they also published a lot of historical rules and board games.  Command Decision was their set of WW2 miniature rules.  The picture on the box is the American cruiser.

The rules can easily be adapted to a three dimensional miniatures game with a few modifications.   The game uses hexes for movement.   For miniatures the turning rules were changed to one movement point for each 45 degree turn and one movement point to go up or down one level.   Each turn in the game represents 20 minutes.   For the miniatures this was changed to 10 minutes.   Each hex represents two light seconds.  This was changed to one inch equals one light second. 

There are three types of laser turrets in the game - jack, tower or pylon, and hull mounted (similar to the bubble type machine gun turrets on WW2 bombers.   Jack turrets are armored turrets recessed in the hull and have the most limited arc of fire.   They cover three of the eight sectors in the board game.   For miniatures three jack turrets cover all aspects and provide one unit of defensive fire.   For every three jack turrets loss of one turret does not reduce this.   Loss of two loses one unit of fire.   Loss of the third has no additional affect.  Tower/pylon turrets cover five aspects so for every three of them there are two units of defensive fire.  For every three of them loss of one reduces this by one.  Loss of a second has no effect and loss of the third removes the second unit of defensive fire.   Hull turrets cover four of eight aspects so for every two there is one unit of defensive fire with the loss of one having no effect and loss of the second removing that unit of defensive fire.   The hit numbers were also changed to a minimum of 7 for ranges up to one inch, 9 for up to two inches, and 11 for up to three inches.  More on this later.

In order to attack another ship it has to be identified using sensors.  See this website for an in depth article on detection http://www.projectrho.com/public_html/rocket/spacewardetect.php  That site also has quite a few other articles on space craft.  The Starcruiser rules do state that you know something is out there, which is why markers are used to note the presence of any ships, drones, etc., and that you need to use sensors to identify a target.  The main ship killers in the rules are guided missiles.   Some years later when I started reading the Honor Harrington series by David Weber, I noticed that his ship combats were similar to the Starcruiser rules.  The main difference was the type of propulsion used.   The board game uses a macro-quantum tunneling effect for a starship drive.   The ship is instantly shifted from its current location to the next without moving through the intervening space.   The distance moved is small and linear per shift and is affected by gravity.   Ships have to be far enough away from a sun or planet for their gravity to no longer reduce their movement rate to less than light speed.  Outside of the system gravity ships are able to move at many times the speed of light.   Within it their velocity drops to about 1% of the speed of light.  Similar to the hyper limit in David Weber's books.

So why missiles as the main ship killers instead of lasers, railguns, or other weapons?   After all lasers are highly accurate weapons and are not really affected by range.  During one ten minute turn they could hit a target at 600 inches!  The problem is the speed of light and once fired lasers can not change their direction.   At a range of three light seconds the firing ship would be detecting the location of a target where it was three seconds previously and have to calculate where it will be three seconds after the time the laser was fired.   In six seconds a ship with a movement rate of 5 (a general average of ships included in the game) would travel 5000km.   This would be 10,000 times the length of a 500 meter ship.   If the target ship does not change course of velocity than its location at the time the laser beam would arrive would be easily determined, but any alteration in velocity or direction would reduce the chance of hitting the target greatly.  A 1% change in direction would reduce the chance of hitting by 1,000.  Railguns are even slower than lasers.   Once fired the kinetic energy round would continue on with little loss of momentum.   Firing at a ship with an inhabited planet behind it and missing would result in major damage to the planet.  However, if a railgun projectile were to hit a ship the shock wave from the projectile passing through the ship would destroy it.  Lasers are good for point defense against fighters and missiles.   Guided missiles can alter their course as needed to reach their target with little chance of collateral damage.

One of the good things about the game is the ship design manual that is included.  this covers all aspects of designing a ship.   One additional item that is needed is the article on designing missiles from Challenge Magazine 36.  The article on missiles is necessary as their drives and power plants have less mass and volume than those used for normal ships.   The article also has the volume and mass for the missile warheads, hulls, sensors, and control unit.   Other items that are useful, but not needed are the Ships of the French Arm book and the Invasion book.  All these can be found at Wargames Vault.

The first game we played had two Federation cruisers defending a system against an invading force.  The defenders did not know who the invaders were, expecting Panthari Imperium ships to be the enemy.   They were actually four Blue Meenee battleships.   One battleship had twice as much tonnage as a Federation cruiser.   For background information about the setting see this blog post http://18clovehamhock.blogspot.com/2013/03/future-war-commander-forces.html  Other posts can be found by clicking on the label for this post.

The Federation launched one sensor drone from each ship.  These move out ahead of the cruisers and one activated its active sensor array.   Upon identifying the opposing ships a salvo of four missiles were launched from each ship.   The board game allows multiple ships to be stacked in one hex.   Physical miniatures cannot be stacked, but both players were allowed to and did state that their ships were in formation grouped in one spot.   The aliens responded by launching their fighters and a pair of missiles from each ship.   The federation missiles were all targeted on one ship.   All the alien ships used their lasers to try and take out as many missiles as they could.   Only three were destroyed and the rest of the missiles proceeded to knock down the shields and shred the battleship.  The target ship had heavier armor than the Federation cruisers, but still suffered significant damage.

The second salvo of missiles destroyed the next target.   At this point the aliens broke off and fled.   Their ships, fighters, and missiles were not as fast as the Federation cruisers.   With their velocity of nine the cruisers could easily keep away from the alien ships, fighters, and missiles.  The maximum velocity any of them could manage was six.

The second game matched a Panthari Imperium battleship against the two Federation cruisers.   Again the cruisers were able to outrun the Imperium missiles, ship, and fighters while pounding the battleship with a missile salvo.

The two games pointed out a major problem with the missiles in the game.   None of them moved faster than six.   The ships used for the Federation cruisers were the American cruisers from the game and with their fast speed they were virtually untouchable.   The alien ships were the alien ships from the game and the Panthari Imperium battleship was the French battleship.  

What needs to be done with the missiles is to redesign them.   With more powerful and efficient drives and power plants  their velocity can be increased to fifteen.  This will make the missiles cost about 50% more than their original cost, but keep the same dimensions.  A velocity of fifteen is close to the maximum that can be obtained without creating a much larger and more costly missile.   The design manual uses a cube root formula for calculating drive efficiency which determines the velocity of ships and missiles.  In order to move the same mass at twice the velocity it takes eight times as much power from power plant and drive.  Two cubed is 2x2x2 = 8.  There are three different levels of drive efficiency and also three different levels of power plants.  The better quality drives and plants usually require less volume and have less mass, but cost a lot more.

 Blue Menee fleet.  These are Robert Preston's ships.   He has four different fleets, each with its own color and theme. 
The Federation Cruisers with two stands representing the sensor drones that they launched.   Ships are by Brigade and are from my collection.

Sunday, September 18, 2016

Battle of Santa Clara

Another battle in the ongoing war between the People's Democratic Republic of La Cucaracha led by El Supremo Jefe Patronis and the Federal Union of Buena Vista ruled by President for Life Elvis Narcisso.  This took place at Pacificon and used OPFOR from Hoplite Research.

La Cucaracha fielded two brigades.  One with three T90 tank battalions, a BMP2 battalion, and a 122mm artillery battalion plus brigade assets.  The other with one T90 battalion, a BMP2 battalion, two BTR82 battalions, and a 122mm artillery along with brigade assets.

The Buena Vistans had two battle groups of one Leopard2A6 battalion, one Puma battalion, a 155mm artillery battalion, and attachments.  The Buena Vistans cross-attached companies.  One group had two battalions of two tank companies and two mechanized companies, while the other had battalions of three and one companies.

The ground scale was 1cm = 100 meters, but movement rates were kept at the full distance in the rules.   The battlefield was 24km wide by 18kmn deep.

During the opening stages of the battle the Buena Vistans quickly advanced to hold the city of Santa Clara and two other town to the north of Santa Clara.  The Buena Vista battle group on their right wing was able to rout the La Cucaracha infantry brigade, but their other battle group was driven from the city by the La Cucaracha armored brigade.  With the La Cucaracha army in control of the city and surviving Buena Vista battle group not being strong enough to retake the city victory went to La Cucaracha.

NATO equipment tends to have an advantage over WARPAC equipment due to the additional plus factors that their tanks have.   A Leopard 2A6 gets a basic +3 to its attack die and another +1 for superior weapon.  Additional plus factors for attachments can alos be gained making it very possible to double or even triple the defense die roll of Russian tanks.
view of the battlefield
 view form the other end 
 Buena Vista, on the left advances to take control of the towns and city of Santa Clara
 fighting for control of Santa Clara. La Cucaracha tank brigade below and to left of city
 La Cucaracha motorized brigade's morale collapses
 Motorized  Brigade retreats


Sunday, September 11, 2016

Pharsalus at Pacificon

This time the game departed from the historical account immediately.   Instead of advancing quickly to engage Pompey's army Caesar's army held its position and shifted third line to the right.  Pompey's army then spent the next three turns advancing to engage their opponents.

The extra infantry on Caesar's right helped his cavalry hold off Pompey's cavalry and light infantry.  As the infantry lines clashed Caesar joined the tenth legion to inspire them by leading them from the front.  Caesar's army was slowly winning the infantry fight.   At one point it looked like Pompey's army might collapse when a couple of cohorts were broken in the center of his line, but the other cohorts nearby held and continued the fight.

As cohorts became shaken both sides shifted them to the rear and replaced them with fresh units.  Pompey's infantry were becoming shaken at a greater rate than Caesar's when disaster struck Caesar's army.   Caesar had been leading from the front of the tenth legion for a couple of hours in game turns when he was slain.  This brought about a morale check for his entire army.  The first morale checks saw the right wing of Caesar's legions break.   At this point the game was called with Pompey the victor.

 Before the start.  The river is off table at the top of the photo. 
 Pompey's army advances
 The armies meet
 Part of Pompey's infantry breaks
 The battle on the cavalry wing.  Caesar is in the middle of the picture leading the 10th Legion.  Caesar would perish a couple of turns later.
The Armies:
Normally each unit would represent about 500 men.   However, Pompey deployed his infantry in 10 ranks instead of 8 and Caesar's legions were understrength and are deployed six ranks deep.    This is not actually represented on the stands.   Pompey's legion units represented about 640 men while Caesar's represented about 384.   Caesar's army was all high quality veterans while Pompey's was a mix of newly raised and a couple of veteran legions.   Pompey's men were all rated as average to reflect this.   Pompey's side also had the option of having 14 units of cavalry with half being poor and the rest average or 11 average units in a deeper than normal formation.   Once again the later version was chosen.  Extra points were paid for Caesar to give him a higher than normal morale and combat effects and to win tie die rolls for initiative each turn.   Caesar's army also had the initiative for the first turn.  His army was all rated as veteran troops with a higher morale rating.   The 10th Legion was rated as elite.

CAESAR ADD 2 X X 14 +/-2,1, OR 0 15 1 15
GENERALS ADD 1 X X 14 +/- 1 OR 0 free 6 0
LEGION 3+2 6 X 6 11 10 55 550
UPGRADE 10TH 4+2 6 X 6 11 +1 (8) (8)
CAVALRY 3 6 (2") 12 OR 14 11 11 4 44
POMPEY ADD 1 X X 14 +/- 1 OR 0 FREE 1 0
GENERALS ADD 1 X X 14 +/- 1 OR 0 free 6 0
LEGION 3+2 6 X 6 10 9 57 513
CAVALRY 3 6 (2") 12 or14 10 10 11 110
LIGHT INFANTRY 2 4 6" 6 OR 8 10 6 4 48


Wednesday, September 7, 2016

Pacificon 2016

Pacificon took place on Labor "Day weekend.   As usual there were a large variety of miniatures, board games, and role playing games.   The following photos are from the miniature gaming room showing most of the games on Saturday.   One that I missed a photo of was the Sword and the Flame game.  Where possible I have identified the game and rules.  The games I ran will be in separate posts.

 Maximillian War in Mexico
 Battle Cry Napoleonics
 Battle of Pharsalus using Scutarii
 fireball Forward WW2
 Sharp Practice
 The Alamo
 Star Wars
 Command and Colors Ancients
 WW2 Aircraft
WW2 skirmish level 
 Battle of Pensacola Colonial Period.
 Modern Armor using OPFOR
 Aspern Essling
 Pirates, Monkeys, and Monsters

 Somewhere in Baghdad
 Battle Cry ACW
 Fantasy Naval
 Infinity Electronic Miniatures Game
 Wooden Wars
 Regimental Fire and Fury
 Sci Fi
 Wooden Wars 54mm Wood Soldiers
American Civil War - From Manassas to Appomattox