Wednesday, September 17, 2025

more new supplies

 In an effort to re-set the use of my magnets I have been given a wonderful gift of some magnets and I decided to add to that arrival by picking up some extra micro-sized neodymium magnets.


the main use for the new micro-magnets
will be to attach the pin with the glass beads
for the 15mm ACW forces

normally the magnets hold the 'angle iron'
onto the base then the 'tag' gets put on
where it can be read by the player

old magnets are the bigger ones
I need them more for the 25/28mm minis
than the 15mm ones

both of the 'new' magnets seen here
the really tiny one is for the pin connection
so it will not block any more text

there are 800 of these tiny ones
more than enough to last a few games
with some to go missing

also picked up in this lot was some
special colored magnetic 'pawns'

the black ones are ALL METAL
and ferro-magnetic in and of the pawn
as well as having a magnet set in the
bottom, the rest are colored plastic

I was running low on the metal bases
(seen attached here)
so I found these 15mm metal discs
they are super thin and magnetic
500 of them at less than $0.04 each

then there was this set of sprockets
they are non-magnetic metal and fairly small
they will work well as both 'parts' and 'damage'
markers for high tech (or steampunk) games
possibly also as parts of terrain for pulpy visuals

many of these 'supports' are planned for
use with these 'blocks', particularly as
mechanized infantry, armor and anti-tank
units need such specialized information
 

Still working on the border-horse units, found out that I had used up most of my wire for the lances on these horsemen, so I'll need to source more soon as I only have enough for two of the 12-man units.


Tuesday, September 09, 2025

Plans, Projects and materials ... oh my!

 I find myself in this sort of limbo right now, due to income producing prospects now in a holding pattern, the ever-present volunteer fire department callouts that pull away at unexpected times (and the need to be ready for them - whenever) and the looming housing change potential are all causing me to put hobby productive elements on hold.  While I could possibly pick away as some simple ones, the needs for most are either too long for the open time I see or I am still assembling some of the parts needed.

I have been assembling some ECW or Wars of the Roses materials for some time.  I have a copy of Kingmaker from Avalon Hill, designed in part by Steve Jackson, that is forming a sort of basis of these game sets (in that they take place across all of the UK).  Bits of my materials I have assembled include a leather piece big enough to mark out all of the British Isles & Ireland, parts of Scotland & possibly the coast of France, leaving a WWII option for Sealion or Overlord.

sets of white and red roses along with
shiny paper and gemstones for making some
of the game markers

I have a set of troops from the Warmaster series that are ready to bring the Wars of the Roses into action, the potential also exists for using the many card units (I have them in five colors now).  Ultimately I could also use the lion markers I have with Blue and Orange colors in order to set up for English Civil War on the large leather map.


there's plenty of raw materials

cubes of lead, with skulls or grave markers
that have all been cast
including a part-finished gabion from the
many bits of green stuff used in the past

other markers planned include built up areas
a crown, the rose 'chessman' a carrick ship
shields and the 'wax seals' of the hand or fleur-de-lis
there's also a Scotts Lion, Plantaganet shield and
crossed 'keys' seals that we got from the Tower of London

still incomplete are the 'border horse'
units that I have planned for the ECW forces


It is these border horse units that I think I may put time into completing over the next little while.  Mainly because they will be not complicated, just some lances to cut and only one pose on a horse, done up by the dozen.  This will make it certain that I do not leave things unpainted if the 'move now' situation comes about and I must change to getting two houses moved.

I have some more magnets and special metal discs coming on order, along with plastic 'meeple' pawns in many colors - that ought to work well in the campaign mode I have envisioned for the ECW or Wars of the Roses campaign mapping or "Kingmaker" game set-up.


wooden blocks and colored discs

mirrored squares and many colors of shiny paper

 A selection of materials to support more use of the 'operational level' card-blocks that have been so useful in setting up operational level games (see 1861 Bull Run operational game) , now we may be able to mark out the morale level, command status, manpower levels and more with use of the blocks and colored discs.   Possibly in combination with poker chips or dice as well ...

other projects found included the F&IW
and the Brigade Games "This Very Ground"
rules and minis

there have been parts assembling here for
at least a decade - with loads of RAFM stuff
that came from Jeff & combined with my
own older RAFM finds at Trumpeter swap meets

The F&IW still will have to stay on hold, while I have the Quebec board game which could do well in setting up various parts of the pivotal "Plains of Abraham" campaign.

speaking of Jeff, there were still some
Pulp minis of his combined with my
Cthulu stuff ... totally on hold.

Napoleonic forces expansions, late 7YW stuff
also in a holding pattern for now

eight more French Napoleonic SHAKO
battalions, these may be 'on deck' once
the ECW border horse are finished
as they also can be done in smaller
groups such that in 2-3 days they get
finished in a hurry if needed

loads of colored glass beads

plenty more wooden sabot for the 15mm
ACW and other projects

the cyanoacrilate glue 'tubes'
I have been saving these with other small items
that they might be combined into a mad-scientist
laboratory or other such high-tech looking
things for pulp or sci-fi games

a Napoleonic Officer
meant for artillery, yet could do
as a Saxon commander
(the aim for the 8 formations mentioned above)

There's more in the storage unit right now - that will be brought out and put into action or moved on once we get moved - though when or if that is happening any time soon is unknown.

Everything was planned to have a place in the project stream, the best part about casting your own minis is that if the plan gets 86'd then all you need to do is make the minis back into ingots.

As for game play in the near future, I am optimistic that either the 7YW set or Alpian Wars set from Bluebear Jeff will see the tabletop this fall or early winter. 

Also, so long as the move gets put off into later, I expect to be able to host more table action from the garage table here.

Ultimately I will do at least one more game here before any move ... once I know what the timing will be.




Thursday, September 04, 2025

Valour & Fortitude Playtest in 15mm ACW

 An opportunity came to be able to put the new Confederate cavalry to use in a playtest of the Valour & Fortitude rules set.

Valour & Fortitude Rules
Army List

Confederate Army List 

Union Army List

These lists and rules have already been updated, as I was using version 2 in my playtest.


 
The rules are only four pages long, with a half-dozen 'army list' pages to round out to 10 to run a game.

The scenario is only one page (single side) so, we are really talking about a simple rules set.


I ran the game solo, so as to focus on the system more than trying to explain it all to someone else.

I was able to put my random tabletop cards to good use:

Prior to the game, the armies need to be put into order of battle, since I was only wanting a simple game I kept it to 200 points per side, also managing to keep a more historical 'feel' with the Union side having guns and the Confederate having some more experienced troops.

With the general map data, I then needed to set up four 'objective' terrain spots for each side, this put my 'alphabet' stars on the table again, with great effect.


the crossroads in town

Union control of the open ground along the river

the all-important fording space on the river

a hill-top in the Union sector

here's the map 'doodle' with the letter locations noted

terrain all set out, awaiting troops

Again I was going to capture the game action via a time-lapse and, this time I took a couple of photos to show my set up:


the old Iphone in use as the time-lapse camera

the position relative to the table

V&F uses a really simple turn system of U-go-I-go:  Fate -> Fire -> Move/Act -> Melee.

Fate= draw a fate card (use it right away if called for, otherwise you can hold as many as you wish)

Fire= shoot the troops you wish to shoot, you must shoot at the closest target (so sometimes positioning is key) - & if you shoot you cannot move or act (such as rally).

Move/Act=move troops, those that did not shoot

Melee=close combat action.

There are no figures/stand removal in this game system, once you hit the tenacity number of casualties, then any more call for a 'saving throw' ... fail this "Tenacity test" and your unit flees (off the table).

When units flee, then a "Valour" test comes for the commander, fail that and the brigade formation is done for an a 'victory point' is scored by the opposing side.

Total victory points (for the test failures and any objectives) at the game end - which can come in the number of turns or a time limit (real world time) and you have your winner.

Yes, this does 'gamify' the historical elements somewhat more than other systems, yet sometimes all you want is to get a result within a certain time limit at the tabletop while getting your minis out from the cases.  This system gets to put all that into action with a bit of random (the die rolls) and unpredictability (the 'Fate' cards)

Confederate defenders

got deployed

the new Cavalry force

along with their dashing new commander


Union attackers then deployed and turn one rolled into action

simple U-Go :: I-Go sometimes makes for a faster
moving game


the vital river crossing was the main objective
for both sides really, yet the objective placement
rules do not permit the two to be within 9" of any other
since I was using 15mm minis, this mean every " (inch) was
1 cm (centimeter)

I got going into the second turn
though the time limit of 4 hours was my
aim in this game

I was called out on a volunteer fire rescue call
during turn two ... maybe my 4 hours was optimistic?


I was able to return to the game in less than 30 mins

the Confederates got a great card for punishing
the Union across the river ford

then the Union got the card that permitted them
to bring back the lost unit!

Confederate changed the value of the crossroads point
now worth 2!

Union turn to punish a unit.

that the rebels quickly replaced

though the tide of battle was definitely
NOT going their way ...

luck was not the rebel's friend either

Union line was solid and delivered consistent hits

final score was 5 vp to 4 with the Union
having one unit down while the Confederates
were at three units down
a solid Union victory

the river line was more controlled by
Union than rebel

giving a Union victory

Confederate manpower losses were greater
and
they had less value in terrain control


table overview at end

Union panorama

Confederate panorama

I will definitely play more Valour & Fortitude, maybe even using some 25mm Napoleonic troops ... though a larger table is called for if that scale is to hit the field.

Once again a time-lapse, set to music for your enjoyment.