Monday, April 27, 2020

Wargame Design: Solo Gaming the Opponent


With this Brave New World of Covid-19, a topic that is on everyone's mind is how to successfully do "Solo" wargaming.  A few of us maybe lucky enough to be quarantined with a fellow wargamer, but most of us are not that lucky!  So, that leads to the question of how to enjoy our hobby in this new environment?

Of course, there are a lot of answers to that question.  It includes things like digital replacements (like FUMMBLE or the Cyanide games for Blood Bowl), spending time painting and building terrain, or trying to do the venerable Play-by-Email.  However, I am writing more from a designers perspective.  How do we make a Wargame that is suitable to solo-play.  Recently, there have been several attempts to answer this very question with games like:

  • Horizon Wars: Zero Dark
  • Rangers of ShadowDeep
  • The "4 Against" series
  • Spellslingers and Sellswords

There are also some older models to look at such as The Men Who Would Be Kings. The Walking Dead and Chain Reaction from Two-Hour Wargames.  So, this is not an entirely novel new approach to wargaming.  I even gave it a try with Combat! Starring Vic Morrow.

Your Greatest Enemy is Yourself
When you look at the challenge posed by "Solo" wargaming, the biggest is getting your enemies to act like another player and not just a Zerg rush with no sense of self-preservation bot.  You want to add some nuance to the way your "automated" Opponents think and react.  At the same time as the player, you do not want to "know" what your opponent is doing.

There are a few ways to go about this process:

1. Action Flows
2. Card Decks
3. Escalating Action
4. Randomized Actions

Action Flow
The Opponent units or models have a "script" that they look at to determine their actions.  Typically, you move down the list and complete the action.  Some games have different "scripts" for different types of opponents.  Typically, they look something like this:

Are there opponents in range to charge in Melee?
- Yes: Charge Them and resolve the Charge as normal
- No: 1. Are there opponents in range and LOS?
-- Yes: Shoot at the target
-- No: Is there a target they can see?
-----Yes: Move into the closest cover that can still see the target
-----No: Move towards the center of the board at full move
ETC.

Games that involve Zombies opponents that behave on instinct such "programmed" action flows make a lot of sense.  These types of flows also work well if the "enemy" has a defined time to act in the turn structure such as a "Monster Phase" or the like.


Advantages: Opponents can be programmed to complete a range of "assessments" and "actions" based on a hierarchy of actions.

Disadvantages: Such "programs" can be too complex, OR too easy to predict after a few games.  For example, you know this enemy will move to the center of the board, so I will hide and set up a shooting gallery.

Example Games: Rangers of ShadowDeep, Frostgrave, Last Days, The Men Who Would Be King

Card Decks
A process that uses a card deck uses certain cards that turn up to "trigger" actions from the Opponents.  These triggers could be to activate certain monsters, shoot or act with certain monsters, or trigger a pre-programmed action flow of their own.  Many times, these are combined and built into the activation process of the game, or pulled when the unit itself is chosen to activate. These games may have a customized deck or use a standard Poker Deck depending on the game.

For example, the player pulls out a Black Two-eyed Jack.  Typically, only "bad guys" use the Black cards, and the Jack corresponds to the Mini-boss of the board.  The Two-Eyed Jack means that he is shooting, while the single eyed jack would have triggered a charge attack.  Of course, if the enemy can not shoot or charge, the default would be to move towards the objective.


Advantages  This process adds an activation element into the Opponents actions, so they maybe able to "interrupt the plans of the player by doing something a bit unexpected.  This works best with random activation or alternate activation style games.  The Opponent is a bit less predictable and a number of cards can be used for a number of actions such as Hide, Hack, Cast a Spell, Self-Heal, Etc. 

Disadvantages: Opponents might doing strange things at strange times such as Hide when you are within charge distance.  This can lead to a loss of immersion and a randomization of the games challenge.

Example Games:  Black Ops, Horizon Wars: Zero Dark

Escalating Action
In this scenario, as the player does things, it increases the aggressiveness of the enemy.  As the game begins, you have more freedom of action as the player.  However, as the tension ramps up and player act then the threat level of the enemy response also increases.  Early in the game an enemy may simple move around as a sentry, but later they are willing to attack, call for more enemies, etc.  This ramps up the tension as the game moves along and allows for player action to manage the potential enemy response.

For example, as the player's units move in on the enemy camp; the sentries move around looking for intruders.  As the player's unit cuts through the wire, eliminates a sentry, etc. the tension is heightened and other sentries decide to shoot first and ask questions later.  They can shoot at targets within 8 inches.  Once the Player starts shooting of blowing things up, more enemies can arrive and shoot with abandon!

Advantages:  This is a great way to ratchet up the tension and add a Resource Management element of the game, as the Player is trying to keep the opponent's reactions "down".

Disadvantages:  It adds another layer of tracking and book keeping to the game.  In addition, to the "danger" levels you also need to keep track of different levels of opponent reaction at different times of the game.

Game Examples:  Black Ops, The Walking Dead 

Randomized Actions
In this process, when an Opponent becomes active, they roll on a series of tables to help determine how they respond to a given situation.  The model will then carry out this action to completion.  This can be used with a variety of activation methods and the action charts can be as detailed or loose as the game requires.

For example, when the enemy model is activated it rolls on a d6 "Morale" chart.  That chart comes up as "Aggressive" and another dice roll is made on the "Aggressive" Chart.  The model scores a "charge" result.  It runs towards the nearest enemy intending to bludgeon it about the head and shoulders.  resolve the action as normal.

Alternatively, the next monster gets activated and rolls on the d6 "Morale" chart and gets cautious.  It rolls again on the "Cautious" chart and score Overwatch.  The model is asked to move into the closest cover and try to reserve a shooting action for when an enemy comes into sight.


Advantage:  The charts can be as elaborate or simple as the designer wishes.  This allows a number of actions for the enemy to take.   

Disadvantages:  The process of completing an opponents action can become very involved, and players feel like they are spending more time managing the Op-For than their own models.  In addition, this type can lead to even more nonsense responses than the other options.   

Game Examples: Combat! Starring Vic Morrow, Chain Reaction

The Best Tool for the Job
Of course, there is no right answer for this question.  It depends on what the designer is trying to create and the best way to model that reality.  It might make sense to combine some of these options together, or scale them back to the most basic actions.

Like I frequently preach, one of the best assets of a game designer is to go out and see how other games do it.  Take a look at the Game Examples I provided.  Look at how Board Games accomplish similar goals.  A strong knowledge of existing mechanics gives you a tool box of ideas and methods to choose from which is key because Innovation is Over-rated.

There are no right answers.  What is right for a zombie game won't make sense for a Ninja Stealth game.  Ultimately, the choice is up to the designer and what their design goals for the game are.





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Monday, April 20, 2020

Review: Dracula's America- Osprey Games

A long time ago, I started some preliminary work on a Weird Wild West game.  It never really came to fruition, and instead the core mechanics morphed into something else entirely.  Eventually, the mechanics did make it into a game called Turf WarHowever, the itch of Weird Wild West was still sitting there in the back of my mind.

Then, along comes Osprey Games with this game.  Dracula's America: Shadows of the West.  I wanted my wild west game to take a more Mythos approach similar to Strange Aeons, but after reading those rules I know I couldn't out Mythos them.  So, then I started to think about other "Horror Tropes" to use.  Dracula's America clearly settled on applying Gothic overtones and North American themed genre tropes to the Wild West.  Good choice!

It took a bit of time, but I eventually picked up all the books.  Sadly, I have not had a chance to read them or review them.... until now!  There was always some other work just taking a bit of priority over them.  Now, with the Pandemic of 2020 going on, it seems like the perfect time to break out these rules and settle in for a read.

Let's open the casket and see what is moldering in side shall we?


Things I Liked
When a player wins activation, they have two actions to complete.  At first I was unimpressed, as many skirmish games love this dual action/action point process.  I am not personally and fan, but realize I am in the minority.  However, I was interested when the player had the choice to spread these activations over more than one model.  So, you could have two models each take 1 Action, or a single model make 2 activations.  Now we have a decision point!  Very simple, yet elegant.

Models have 180 degree line of sight to the front, so facing matters in this game!  That is a simple and effective way to create Tactical Game Play.

When shooting, you must target the closest enemy.  However, you can decide to make a test to override this and shoot a different target.  However, if you fail you loose the chance to shoot at all.  A simple decision point that adds more Tactical Play.

Models are either Novices, Veterans, or Heroes.  This indicates the type of dice they use to make tests with.  Novices use d6, vets a d8, and a Hero uses d10.  This indicates improved skills and abilities in a simple and elegant way.  Most shooting and fighting is done with a three dice test looking for 5+ for success.  This is pretty straight forward with modifiers removing dice in the test.  The more success, the harder it is to resist the damage later.  The more you fail a save by, the more injury you take.  Therefore, Novices are more prone to injury than Heroes and Vets. 

Instead of hitting a guy in Close Combat, you can "shove" them.  This allows you to break combat, knock them off a mount, or over a cliff.  This is a fun little bit of rules and adds a simple decision point to hand-to-hand. 

If half of your Posse is down, you need to start making Bottle Checks to stay in the fight.  For your boss it is a simple 3 dice test.  However, if your boss is down, the test is reduced to a 1 dice test.  Therefore, you actually have to decide how to use your boss to maximum effect.  Normally, he is one of your Heroes or Vets, so a good fighter too.  However, if he goes down your chances of running just went way up.  Oh no!  More decisions!

All of the Weird Wild West rules are a completely separate part of the rules.  This is a Wild West game at its core, which allows you to "bolt-on" as much fantasy as you want.  That's pretty cool.  It adds supernatural creatures such as Zombies, Vampires, demons, etc.  It also adds a different event table, Income encounters, bystander rules, new hired guns, gear, and bestiary. 


Things I Did Not Like
I was not a fan of the card based activation process to determine initiative.  Essentially, each player gets a number of cards in their hand based on the number of models on the table at the start of a turn.  Players than place a card face down and flip it over.  High card wins, except Black cards go before Red cards.  It creates a bit of resource management and decision making around activation, BUT I do not feel it is worth the time this process takes for what could just as easily be an alternate activation system or some other system.  If cards were used as a larger part of determining action results, I could see this activation process having more value.  However, as it is the cards are ONLY used for activation purposes.  Sure, cards are very Wild West, but I am not convinced that this adds much to the game beyond novelty in activation mechanics.

So, I am a fan of the Novice,Vets, and Hero delineation for dice used.  However, I find the stat line and keyword combination to be less than satisfactory.  I tend to favor stats over keywords.  However, these game seems to have an okay balance.

This game allows pre-measuring.  Typically, I am not a huge fan of pre-measuring, but especially in time periods where man-portable range finders and other distance measuring devices were not common.  If the actual human has to estimate, I think the player should too.  Again, an old-fashioned and minority opinion I have.


Meh and Other Uncertainties
The game clearly covers your most common rough and tumble movement like going through windows, climbing ladders, jumping gaps, etc.  Disengaging from combat is interesting as you make a test.  If successful you leave combat, but if failed you immediately make a save from damage.  They just assume the enemy hits you instead of giving free attacks and the like.  Much easier.

The game does have an overwatch mechanic that a model may choose to go into as an action.  I find this useful in skirmish games.

The game makes use of complications such as Bystanders and Events built into the core mechanics.  If two player try to activate using the same card, it triggers and event.  In addition, models can interact with bystanders during the game by grabbing them, holding them hostage, protecting them, etc.  The game comes with 7 basic scenarios.  In addition, each scenario will have each faction having a secondary "agenda" to try and achieve in addition to the scenario objective.  All of these features add to the replayability of the game.

Of course, the game also has a campaign system.  It follows the usual campaign system elements of injury, advancement, income, etc.  Of course, you can also recruit and hire Hired Guns too.  The income section rolls 4d6 or 5d6 depending if you won or lost.  Interestingly, on duplicate results you can have different post-game encounters that add flavor to your games.  In addition, there is an underdog mechanic which seems to be a must in campaign games.

Final Thoughts
This game is really two games in one.  It is perfectly suitable as a Wild West game, and all the rules allow such a game.  In addition, there is Dracula's America which is a Weird Wild West game.  That is value right there!  Two games for the price of one!

Overall, this is a really well done game.  The balance seems pretty solid, even in the campaign game.  The flavor elements are well done as well.  I look forward to digging into the supplements to see what I find there too.  The rules are pretty straight forward and there do not seem to be many If This Then This scenarios.  Some more scenarios would be nice, but those can be developed by players pretty easily, and agenda, bystanders, and events can probably keep things interesting for a while.

Now, I am really unsure what to do.  My family wants to play Burrows and BadgersHowever, I think it will be easier to start a campaign game of this locally rather than Frostgrave.  I can easily see getting people to play this game, especially ones who liked the old Necromunda as it had a wild west, sci-fi flair.  I may change the basic premise to gangsters though.... I have a lot of gangsters...... not so many cowboys.  We will see! 





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Monday, April 13, 2020

On the Painting Desk: Gangsters, Greeks and 6mm Madness


My corporate masters decided to close down the office and send us all to work from home.  My kid’s school also closed down and sent her to homeschool too.  My wife was working diligently with her client’s to get them as online friendly as she could.  I imagine many of you are in the same boat thanks to COVID-19.  I hope as you read this that you and your loved ones are healthy and whole. 

This has not really given me more time to paint, but I have been painting a lot more anyway.  I don’t know why.  However, my main painting goals haven’t changed.  I still need to paint gangsters, greeks, and anything else I can find that is unpainted in my collection. 

In the Men of Bronze rulebooks there are a number of sample armies to help get you started.  I have always intended on having model versions of the Spartan and Corinthian sample armies for demo games and on the blog.  Last year I managed to finish painting my sample Macedonian army list.  I wanted a couple of “true” Greek armies too.

After two years, I have finally done it.  Here are the last units I needed to complete both of those armies.  There is one unit of Spartan Hoplites, one unit of Corinthian Hoplites, and 1 Peltast unit.  These are all 28mm Victrix models.  These were great sets to assemble, paint, and I got a lot of units out of each box.  I think I could still make one more unit out of each box if I wanted too! 



In addition to the Greeks, I have been working diligently on my Copplestone Casting models for Turf War, Strange Aeons, and other game systems.  These models are all metal.  They are a joy to paint due to solid sculpting and deep detail.  They accept basic techniques easily and each one is full of character.


I have been working on finishing off the last handful of models I have from these selections.  I have more than enough to play a variety of games, but I want them all to be painted!  I did the same with my gladiators.  I had plenty to play but I painted them all anyway.  They look great on my painted shelves.

I have also been working on a few Fantasy models my fellow RPGers picked out for the group.  I finished the group a while ago, but I have a few stragglers I have been working on.  Most of them are not handy as they are with the DM, but here are a few shots I took of them.  I am hoping to use them for a game of Rampant Swords in the near future too.



Finally, I have turned my attention to my 6mm armies from Baccus.  These guys intimidated me.  I was not sure where to begin.  However, Baccus has a variety of helpful tutorials on their website, and I watched a couple videos.  With my confidence boosted and some tips and tricks under my belt I decided to get to work.  They were not going to be painting themselves after all.

I decided to start by painting the three bases of archers.  Each base was 60mm x 60mm.  I intended to use these to play Heirs to Empire.  Therefore, I base would be one unit.  I put 32 models on each base to make them look like a big unit. 


The hardest part of painting them was actually the base!  Only in wargaming do you put real dirt on a base, and then paint it to make it look like dirt!  This stage was murder on my brushes, but I had a few set aside for sacrifice.  Good thing I mostly use cheap, big-box retailer brushes

So, that’s what I have been painting.  You can see it all aligns closely with my 2020 goals.  I have painted 45+ miniatures this year.  That is a pretty good pace for me.  I look forward to continuing to work on my painting goals for 2020. 



As a random aside, I spent some of my time creating a new wargame and posted it on our Wargame Vault page.  It is called Foam Force FiveIt is a mash-up of Little Wars, Castle Defense games, and my other Dexterity based wargames. 


What you need to play is a dart gun, sling shot, rubber band gun, etc. and a variety of targets such as green army men, flats, paper templates, etc.   It is silly, simple fun and suitable for ages 5 to adult.  Check it out and let me know what you think. 

Have fun in self-quarantine.




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Monday, April 6, 2020

Wargame Design: Terrain Placement is a Tool


For much of my career, I was blinded by resolution mechanics and activation processes as the key to fun game play.  This was a mistake.  As I explore more games, design more games, and just think a lot more about games I realize that there are a lot of other places to look at that help make a game fun and interesting.  For example, I have been rethinking how Movement can be more innovative, how to create tactical game play, and building balance into your games.

An area that very rarely gets looked at our discussed is board set-up and creation.  As I playtest the rules for Wars of the Roman Republic I have again realized the importance of terrain placement, and the mechanics around how this is completed.  Terrain is an X factor that helps make games much deeper and more interesting.  It can restrict movement, add defensive benefits, and change where and how interactions occur. 

Good board lay out can do the following to enhance game play:
  • ·       Help balance a scenario
  • ·       Add thematic elements
  • ·       Restrict or shape movement
  • ·       Provide tactical options
  • ·       Force decision making on the player



Traditionally, I have seen Terrain Placement mechanics follow a wide range of styles.  Here is a sample of some of the methods I have seen used in various games:

Follow the Map- This is a common approach in historical games.  Players are given a specific scenario and a map.  They are then supposed to lay out the board matching the map. 

  • Advantage: The designer can use the map to “balance” the scenario with a known terrain configuration.  In addition, it can be used to match an actual historical scenario

  • Disadvantage: The Players need the right shape and type of terrain to play.  In historicals, the scenario is often decided and the terrain made to fit before the game.  That is not true for more pick-up and casual play games.  There gamers tend to use what they have.


One Player Sets- In this situation, one player (often the host) gets to set-up the terrain anyway they want.  Then the other player arrives and chooses the side to deploy on and/or the force they are using.  This is a method that I use frequently in my home games. 

  • Advantage: Quick and easy.  It allows you to get to playing quickly.  Often, a player builds the game to a theme and lays out terrain accordingly with this method  

  • Disadvantage: The terrain is laid out purely at the players whim, often with no input from the opponent.  Not ideal for a casual or pick-up game.


Randomized Terrain- In this method, the game typically has some sort of terrain chart that is rolled on to generate a specific piece of terrain.  Placement can also be randomized using a scatter chart method or sections of the board. 

  • Advantages: No player has definitive control over the terrain placement.  Where it goes and what it is is determined by an element of chance. 

  • Disadvantage: Boards can be disorganized and look randomized.  Players may not have the specific terrain being called for. 


Alternate Placement- The players have a certain number of terrain pieces that they can place.  Each player takes turns putting the terrain on the board where they wish.  They can combine terrain pieces to make bigger or larger areas if they wish. 

  • Advantage: Players take a role in placing terrain, which allows some tactical or game play opportunity in the set-up phase.

  • Disadvantage: This can lead to terrain hampering game play.  Players can either place it all where it does not matter, or in the direct center of the board.  The board may look unfocused.


Fill the Grid- The board is divided into an arbitrary number of grid squares that all must have at least one piece of terrain in the grid space.      

  • Advantage: The terrain is placed “evenly” around the board.

  • Disadvantage: This can lead to a very “symmetrical” placement that no longer looks natural. 


Of course, these are just a flavor of possible ways to lay-out terrain.  Many games will use variants or combinations of the methods listed above such as Alternate Placement via Grid Square with Random Charts, as an example.  Of course, players can always choose to use whatever method they prefer despite what the rules say. 



Conclusion
By adding Terrain placement rules to a game’s core rules the designer gives themselves yet another tool to help shape the game experience.  They are a great tool for balancing scenarios or adding more decision making before a game even begins.  Setting up your board can be just as important as deployment or in-game decisions to the flow of the game.  Good general’s always use terrain to their advantage.  Game designers should follow their lead.    




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Monday, March 30, 2020

Men of Bronze: Battle Report- ...IF...


After Philip II’s victory over the Greek City-states at Chaeronea he was confident in his hegemony of Greece.  It is said that he sent heralds to the Ephors of Sparta and demanded their capitulation. 

“If I invade Laconia you will be destroyed, never to rise again.” 

Supposedly, the Sparta Ephors responded thus:

“If”

Today’s battle is represent this hypothetical battle between the Macedonians and the Spartans.  A true “What If” scenario!  See what I just did there.

Forces
The Macedonian army will be the well-oiled machine that crushed Thebes and Athens at the Battle of Chaeronea and end the freedom of the Greek City-States north of the Peloponnese.  We will use the same army list as the Men of Bronze rulebook has for that historical battle.  At Chaeronea it is said that Philip’s son Alexander led the cavalry.  Today, I will put the overall Commander as Philip and have him lead his own Companions.  Alexander will be elsewhere.

Philip II of Macedon
2 Macedonian Phalanx
1 Light Hoplites (Hypaspists)
1 Heavy Cavalry- Led by Philip  (Companions)
1 Psiloi

The Spartans are no longer the military force they once were.  The Theban general Epamonidas had seen to that at such famous battles as Luectra.  The Helot slave state of Messina had been liberated by the Theban and the traditional Spartan caste system had been destroyed.  In fact, Sparta had few actual true Spartiates left at this stage due to land issues and military losses.  Their army was not what it once was, and relied more on mercenaries, Perikoi, and other allies. 

Spartans
1 Elite Hoplite- Spartiates and General
1 Drilled Hoplite- Perikoi
1 Militia Hoplite- Allies
2 Psiloi- Allies, mercenaries and helots
1 Peltast- Mercenaries

The Macedonians would generate 6 Arete Points to the Spartan 7 at the start of the battle. 

Scenario
This will be a standard Decisive Battle scenario as the Macedonians try to force the strait into the Peloponnese.  The battle will take place on a 72 BW by 48 BW board, with the standard BW being 1 inch.  The battle will be 8 turns or until a Collapse of one side or the other. 

Set-up
We go by the book on terrain placement, with alternating terrain placement via random roll.  This included some ruins, farm lands, a grove and rocky terrain.  Sounds like Greece to me!  The grove and a field flanked the Macedonian deployment zone, and it was split by a ruin.  The Spartans had the rocks on the left, a field splitting their deployment zone, and a field on the far flank.  The center was relatively open for a clash.


The Macedonian battle line from their right to left was: Light Hoplites, Macedonian Phalanx, Macedonian Phalanx, Psiloi (in the ruins) and the Cavalry on the far left.


The Spartan battle line from their right to left was: Peltasts in a field across from the Macedonian cavalry, the Milita Hoplites in a different field in loose formation, the Perikoi in phalanx, the Spartiates in phalanx both facing the fearsome Macedonian phalanx units, and the 2 Psiloi units in the rocks on the flank.  The Spartans apparently learned from the lessons of losing several battles to Thebes and placed their best units across from the Macedonians best infantry. 

Turn 1:
Both sides collect their Arete Points, and consider their Initiative bid.   

The Macedonians won the Initiative by bidding 4 Arete Points to 2.  The Macedonian forces moved up across the board.  The Light Hoplites stayed in open order for maximum maneuverability to counter the Spartan Psiloi units across from them.  The Phalangites marched forward.  Meanwhile the Psiloi used Arete to scramble into the ruins for cover.  The Cavalry moved forward, but there way was partially blocked by a field in front of them.

The Spartans did not interrupt.  They used some Arete points to move forward with their Psiloi on the flank, they were measuring up their chances against the Hypaspists.  The Spartan units in Phalanx slowly marched forward, careful to not out distance their allies in the field on their right.  The allies slowly trudged forward, encumbered by the rough terrain.  Finally, the Peltast mercenaries moved up towards the field between them and the Macedonian Heavy Cavalry. 



The two sides were closing the distance to prepare for action. 

Turn 2:
The two sides again collected their Arete points.  The Macedonians won the bid again, suspiciously similar to the last turn. 

The Bronze shields surged forward, while the second phalanx unit with white shields held back a bit.  This created a slightly staggered main battle line.  The Hypaspists ranged ahead on the flank, still in loose formation to counter the enemy Psiloi from harassing the main force.  Ths Psiloi in the ruins ventured out as they saw the militia across from them was plodding through the field.  The Heavy Cavalry moved up and started to move in on the Spartan flank. 



The Spartans also moved forward.  The Psiloi rushed out of the rocks and confronted the Macedonian light hoplites.  They threw Javelins, but they fell short.  Woops. 

The Militia in the field got to the edge, and formed Phalanx immediately.  The enemy Heavy Cavalry was approaching.  The Perikoi and Spartiates inches up, but kept their flaks protected from the roving enemy horse.  The Peltasts rushed across the field and threw their Javelins at the Companion Cavalry, but the horseman’s breast plates kept them safe.  This left the cavalry with a tough decision about what to do next.



Turn 3:
Both sides collected their Arete Points.  Macedonians bid 2, while the Spartans bid 3.  Spartans go first. 

The Spartans start by having the Psiloi aggressively charge the Hypaspists before they can form up.  The initial assault is thwarted, but the first squad is soon supported by their brother Psiloi.  In the ensuing exchange, both groups lose 1 Courage in the fighting. 



The Peltasts in the field also choose to throw their Javelins at the Heavy Cavalry but again fail to injure the riders.  The rest of the Spartan force is content to stay where they are and let the Macedonians come to them since their flanks are protected from roving cavalry.   


The Macedonian Pike blocks move forward towards the Spartans.  They judge the distance to far to mount a charge, but dare the Hoplites to come at them…. Bro.  The Psiloi hold their ground to flank charge any unit that tries to maneuver into the pikeman’s flank. 

Meanwhile, Phillip himself makes a dangerous decision to charge his cavalry into the fields to try and rout the Peltasts there.  The Peltast try to Evade, and almost make it thanks to the rough terrain.  Sadly, almost doesn’t count and the cavalry men ride into them and reduce them 2 courage thanks to the charge.  The Companion Cavalry are not phased by the Peltast’s feeble attempts to fight back.

Turn 4:
The Spartans and Macedonians collect their Arete Points and plan their strategy for the turn.  The Macedonians bid 2, while the Spartans bid also bid 2.  The Spartans decide to up their bid 1.  They judge now is the time to strike, and begin the turn. 

The Spartiates judge the distance and determine now is the time to charge their foe.  For their part, the Macedonians are game, and Counter-charge.  Both sides spend Arete points and the two units clash head-on with the crash of spear on shield! The pushing and shoving results in both sides losing 1 Courage.  Upon review, the Spartan charge would have fallen short but the Macedonian Counter-charge allowed the connection. 

The Psiloi and the Hypaspists continued their whirling battle. The Hypaspists lost 1 Courage, while the Psiloi lost 2 Courage.  No one starts wavering.  The Spartan Psiloi are close to routing and the gamble of their charge may not have paid off. 

On the opposite flank, the cavalry continue to pursue and push back the Peltasts on the opposite flank.  The Peltasts are down to 2 Courage, and the Cavalry are unhurt.  The Peltasts are keeping the Macedonian force and are tying them up and dragging them further from the main fight. 



The Perikoi and other Macedonian Pikeblock charge and counter-charge each other.  The fighting is fierce, but the Perikoi are on the defensive and lose 1 Courage and pushed back.  Seeing this, the militia Hoplites break formation and charge towards the flank of the melee, but fall short due to leaving the difficult terrain of the fields.  This causes them to Waver as they close in. 



The Macedonian Psiloi move up and lob javelins at the Militia Hoplites, but fail to cause any further damage.

Turn 4:
Both sides collect their Arete points, 6 for the Spartans and 5 for the Macedonians.  No one has lost any units yet, but that looks like it could change this round.  Most of the warriors are engaged, but the Spartans bid 2 Arete Points, while the Macedonians hold theirs for Re-rolls. 

The Spartans start by rallying their Militia from wavering.  They then form into a phalanx again, and launch their charge into the Macedonian Phalanxes flank!  This triggers combat for that melee.  The Spartans are out of Arete points.  The combat does not go the Spartans way, and the Macedonians push the Perikoi and the militia back.  The Macedonians lose 1 Courage to 3, while the Spartans are reduced to 2 and are wavering!  Macedonian re-rolls were critical in this engagement.

The Spartiates also are pushed back and lose Courage to the Macedonian Phalanx.  Again, Macedonian re-rolls pushed the Spartans as they were reduced to 2 Courage, but held firm.  The Macedonians were down to 3. 

The Companian Cavalry continued to push back the Peltasts, but that was the plan.  The Peltasts were close to routing, but they were doing their job tying up the Heavy cavalry and keeping them away from the decisive combats. 

Finally, the Spartan gamble of using the Psiloi vs. the light Hoplites was playing out on the other flank. The Hypaspists were reduced to 1 Courage, but that was enough to rout the Spartan Psiloi.  The
desperate gamble on that flank had failed.


The Macedonian Psiloi move to prepare to support their phalanx engaged with the Perikoi and Militia Hoplites.    

At the end of this turn, things looked bad for the Spartans. 

Turn 5:
With the Spartan Psiloi routed, the Spartans only earned 4 Arete Points.  The Macedonians had the advantage with 5 Arete Points.  The Macedonians bid 1 to try and go first so they could get their Hypaspists into a support position against the Spartiates.  This is enough to win as the Spartans want all their Arete Points for Re-rolls to try and break their foes. 

The Hypaspists move towards the scrum between the Macedonian Phalanx and the Spartiates.  The Macedonian command determines it is too far away to charge in and support and holds the Arete Points for re-rolls in the fight. 

That is a wise move.  The Spartiates manage to reduce the Macedonians down to two Courage, but in return effective use of Re-rolls allows the Macedonians to route their foes.  The Spartiates decide discretion is the better part of valor and make a break for it.  


The Macedonian Heavy cavalry final routs the Peltasts they were fighting too.


The Macedonian Psiloi move in and support their Macedonian allies fighting the Perikoi and Militia allies.  

The fighting is fierce and both sides make use of re-rolls.  The Perikoi roll horribly and only reduce the Macedonians to three Courage.  In return, they are also routed from the field causing the entire Spartan army to be routed.    


Conclusion
It was a sad day for Sparta.  Phillip made good on his promise and made low the city of Sparta.  It would not rise again.  Soon, he was killed on an Assassin’s blade.  His son Alexander’s attention was elsewhere….    

As the Spartan player, I knew that I had an uphill battle.  The Macedonian Phalanxes are pretty tough, plus the Heavy Cavalry could sweep in and easily flank my main forces.  I would need to rely on my light forces to carry a higher than normal load.  The plan was simple, use the Psiloi to overwhelm the Hypasipists so that they could come back and help the Spartiates with the Macedonian Phalanx.  The Perikoi would be helped out by the Allied Militia hoplites, and the Peltasts were to keep the Cavalry tied up long enough for the battle to be over by the time they could arrive. 

The plan ended up being executed pretty well.  Sadly, the Psiloi couldn’t quite pull off the task assigned to them.  Once they fled, it was pretty clear what way the wind was blowing.  In addition, the Militia supporting the Perikoi fought particularly poorly.  Finally, the Peltasts did their job perfectly, and were the bright spot of the battle. They tied up the Heavy Cavalry for most of the game, and even when they fled; the Macedonians were out of position.  By the end of turn 4, the writing was on the wall.  My only hope was some amazing rolling and poor collapse tests on the Macedonians part.  Needless to say, that did not happen.   

One other very interesting aspect of this battle was that it was fought over the course of a couple weeks.  I am very lucky in that I can leave my wargaming table set-up 24/7/365.  My wife and I came back separately and at various times to play the game here and there.  We would play out a turn or half turn, make note of where we left off and come back much later.  We were trying to fit it in between various tasks that were impacted by/during the Pandemic.  Therefore, the game had little interaction between the actual players compared to a normal game, and gameplay had large gaps between sessions.  Frequently, I would walk away and think about what I wanted to do next; come back and see what had happened and then try to adjust my plan.  It was interesting, was a very different experience, but it worked. 





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Monday, March 23, 2020

Battle Report: Rampant Stars- Factory Assault on Mundos

Polanksi's Lancers were contracted to harass operations on the Planet of Mundos.  The primary export was timber and wood products.  Therefore, the Lancers were focued on attacked executives, storage facilities, and other infrastructure.  Their employer Lacstar Inc, was in negotiations to purchase the Timber rights from the VolSaab Corporation, and any disruption to supply would cause the stock price to drop.  This would make buying the rights much easier.  

VolSaab was wise to such actions.  Therefore, they had contracted out to two mercenary units to operate on Mundos to help protect their investment and get the best sale price of the rights.  The Rose Guard and Thor's Hammers were providing security on Mundos.  

Today, the 14th Ulhans of Polanski's Lancers have planned to strike at a early staging factory near the equatorial forest region.  Volsaab had built a number of logging and transport roads through this region so transports could bring newly cut lumber to nearby processing plants.  The Lancers decide to use this network to strike at the processing plants.

Near the lunch hour, Mecha from the Lancers were sighted by truckers moving along the road towards the Earl G. Howanzer Plant.  The plant had a contingent of Thor's Hammers on station, but additional reinforcements were requested from the Rose Guard, who dispatched elements of the 3rd Thorn Guard to assist in the defense.  

Today's battle was a rematch between myself and my family in a game of Rampant Stars.  I have found the rules for Rampant Stars work very well for streamlined Mecha combat as well as Unit-vs-Unit battles.  We pretty much used the same army lists as we last used on Mundos that were built by gut feel rather than any actual point system.

Forces
The Lancers used a variety of Irregular Light Mechs with speed upgrades backed by some Regular heavier units.  If I recall, there were 4 Irregular Lights and 4 Regular Armored units with various additional upgrades.

Thor's Hammers had 2 Regular Mechs and 2 Irregular ones with Armor upgrades.  The Hunchback also had a Heavy Weapon upgrade.  That thing had caused me headaches in the past.

The Thorn Guard had 3 Regular Mecha with armored upgrades, 2 with some sort of shooting upgrade, and 1 Irregular light mech.

Looking at them now, these probably aren't that balanced, by such is life.

Mission
The Lancers needed to target the enemy factory and reduce it to 0 hits.  it started with 10 Effectiveness points.

Set-up
The board was a 4x4 foot board.  A dirt road cut across the board diagonally.  A forest took up the south corner.  Two large areas of fields were also present on the opposite side of the board.  The Factory was next to the road on the Northeast side of the board.

The Thor's Hammers were deployed within 6 inches of the Factory.  The Thorn Guard were coming in as a clump from the Northern board edge.  The Lancers were in two groups.  The Lights led by a Regular mech were coming down the road.  The rest were emerging from the wood line at the board edge.


Battle
As this was a battle against my family, my notes are not as clear as they normally are.  I spend a lot more time interacting with them than taking notes.  However, the following is a general idea of how the battle flowed.

The Defenders went first and started to move out to defend the facility.  The Hammers were careful to stay within command range of their officer as they moved towards the fields to intercept the larger mechs emerging from the woods.  Their Hunchback was leading the way.  The Thorn Guard also moved up to support.  They were intent on getting between the factory and the attackers.


Some poor command rolls by the Lancers on the roadway led to a slower than expected advance.  Their emerging support forces had a similar comms issue due to the dense jungle canopy.  The Lancer leader led the way and took a series of long range shots at the Hunchback, that did nothing more than tell the Hunchback pilot the range of his opponent.


A devastating return barrage from the Hunchback simply shredded the Lancer leader for his impudence and reduced him to 1 hit.  He promptly fell back to avoid utter destruction.  Soon, the h\Hammers were taking up defensive positions in the fields, while the Regular Lancers warily moved in taking potshots as they approached.  Thankfully, effective ECM warfare from the Lancers kept the Hammers on their toes, unable to get a clear understanding of the situation.


Meanwhile, the Thorn Guard took the approaching Lancer Hit and Run force head-on.  It quickly turned into a close range particle beam fight as the little guys closed in rapidly with fire support from their larger brother.  The Thorn Guard officer spent most of the battle on the Comm-Link to command relaying data while his troopers did the hard work.

A heavily damaged Hermes II charge the Panther Regular mech to try and clear a path to the factory.  However, the larger mech quickly disposed of the little guy by kneecapping him with a swift kick, and then a stomp to the face.  That was a decisive moment, as despite taking several missiles, rockets, cannons, and beams the Thorn Guard was dishing it back out.  As another Light Mech went down and a third was shredded down to 1 Effectiveness Point, it was clear that the Thorn Guard line was going to hold.

On the other Flank, the Hunchback absorbed a lot of damage, but ECM kept the Thor's Hammers from striking back decisively.  Then, the ECCM managed to clear the static long enough for the Dragon and Whitworth to focus fire and severely damage an approaching Lancer Quickdraw.  They had decisively turned the battle on the flank as well, and the link up of the Regular Lancers and their lighter vanguard no longer looked possible.

A devastating salvo of firepower also took out the final mecha in the Lancer road assault.  It was clear the battle was lost and the Lancers fell back into the jungle to lick their wounds.


Conclusion:
The Thorn Guard lost 1 Light Mecha, and had 1 Regular Mech heavily damaged and crippled.  Thor's Hammers had 1 Mech crippled and another lightly damaged.    However, the factory was unharmed as the steel wall was not breached.

The Lancers lost 2 Light Mecha, 1 Regular Mecha, and had a Light and Regular severely damaged and crippled.  They completely failed in their objective.  The LacStar contract had been big....  but maybe not THAT big.  So far, the Lancers have lost every engagement on Mundos that they have fought in.  Maybe it was time to withdraw with some of their reputation intact.....


My initial attack ended up going in a bit piecemeal due to some command difficulties.  I did not do as good of job as the Thorn Guard and Thor's Hammers keeping my Leader in range to get the activation benefits.  However, soon, they were also having command problems and I started to shift my Regular Mechs over to link with the lighter vanguard.  However, I spent a bit too long obsessing about the very dangerous Hunchback and not enough time on the objective.  Ultimately, this lack of focus caused me to loose the battle.   


Overall, Rampant Stars has again proven to be a fun, quick little game that was fought in about an hours time between 8-10 units per side.  We didn't really use any of the scenario, complications, or location rules for this one.  Instead, we quickly set-up a board, got our models out, and made an objective on the spot.  I am pretty sure that point-for-point the Lancers were out numbered, but it was a fun family game over the afternoon.  In that sense....

Mission Accomplished!          




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