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.
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.
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.
In a uniform from the age of 13 to 30, learned much of 'military life' and after a decade of travel have settled down to start a family. Started with boardgames and RPG's in the 1970's and added tabletop miniatures in the 1990's. Now with a family of three boys, seeking to turn this sometime hobby into more of a lifestyle.