Thursday, November 23, 2017

Trafalgar at Conquest Avalon Nov 2017

Ran Trafalgar at our local game convention this last weekend.   Used the rules Form on Admirals Wake a card driven fast action sailing ship action.   A good time was had by all with 7 players in the game.  Following are pictures of the action.








The initial setup and a few of the status cards for the ships.   Total of 60 ships




The British columns trying to close with the French and Spanish line and the lead ships taking a pounding.   Royal Sovereign was the first ship lost striking her colors.

HMS Africa caught by herself at the end of the line and battered into submission by the French and Spanish van.




The British lines contact the French and Spanish line with the Victory in the middle of it and starting to take significant damage but also inflicting damage on the surrounding enemy ships.




The Victory is on fire and finally sinks along with a French ship the only two to sink in the game.




The beginning of the end for the French and Spanish chances for a victory.   The wind changed to the South putting almost the entire French and Spanish line into stays and multiple ships were crippled and striking their colors.


Final shots of the mixed up action when the British tried to break the line and the confusion that surrounded this action.   We played the game in 4 hours with a slight victory going to the British.   The hex map is from Monday Knight Productions a 4 x 6 foot felt with 2" hexes.   The larger ships were from the game Merchants and Marauders and the rest of the ships were from Amazon a plastic ship set where you get 72 ships for $30.   A great deal.








Friday, September 8, 2017

ACW Naval Campaign

Started a ACW naval campaign at our last club meeting.  Using a couple of set of rules from Wargame Vault.   Anaconda Capital Navies for the strategic side and Sail and Steam for the tactical battles.  Ran the first two turns in a 5 turn campaign.   The scenario starts with the Spring 1861 turn and turns are 3 months each.  Each turn has a random event which could be good or bad for either side, reinforcements in the shape of new ships, shore batteries and troops also later in the war obstacles and mines.   Then you determine the mission assigned to each navy in which they are trying to earn victory points and who moves first and second on the turn.  As each side takes it's moves if fleets of both side end in the same square you switch to a tactical game to fight it out.  The rules provide tactical maps the areas to set up the battle.  On the first turn there was no random event (the event rolled didn't apply).  Both sides rolled for reinforcements with the Confederate getting one ship and a 3 gun heavy shore battery. The Confederacy gets to roll for ship building once at each port it owns and builds the ship there.  The Union rolls 6 times per turn for ship reinforcements and they get placed in the Atlantic Ocean box to begin with.   The Union was very unlucky on the first turn and received no ship reinforcements but did get a cavalry regiment and a 5 gun light shore battery.  The land reinforcements and shore batteries can be deployed to any area the side controls during the movement phase.


The imap setup after the first turn moves.  I took the map from the rules converted it to one sheet and then enlarged it to fit on a 2 x 3 poster board and created 3/d4 inch counters to display the unit status.


This shows the first battle a lopsided affair of 1 Confederate ship vs 7 Union ships.  We set up the battle using Sail and Steam rules who also sell top down ship counters which I doubled in size and mounted on foam board.  We changed the naval rules slightly in that the rules call for two movement phases and we substituted just one.



This was at the end of the first turn of the action.  With the union entering from the North and the South set up on the table as they moved there first.




Here were the ships involved the Confederate had the CSS George Paige and the Union consisted of the USS Pawnee, Thomas Freeborn, Pocahontas, Anacostia, Mount Vernon, Reliance and Resolute.
The initial firing by both sides was ineffective causes only suppression hits with no real damage.   But the range is closing quick.





The range closed to close range and the damage started to build up with the Union getting a critical hit on the George Paige and her rear gun was dismounted.



With the rear gun gone the George Paige decided to ram the Mount Vernon bad decision) and did more damage to herself then the Union ship and with the gunfire the George Paige was quickly sent to the bottom thus ending the battle.  But the Pocahontas' Captain was relieved of command for grounding is ship.  A fun battle with mistakes made by both side.

The second turn was mainly a reorganization phase for both sides as the Union lost 5 ships to blockade duty (random event) which depleted his fleet and the Confederate had a catastrophic loss on the first turn and was able to do a massive build program but it takes forever to get ships from Richmond and Petersburg to the front.  We will run turn 3 at least at the next club meeting.  Unfortunately I didn't get a picture of the final map but after the moves the Confederate were able to capture Annapolis getting a 4th port and a large battle appears to be building there for next turn.  More to come next month.

Gary

















Wednesday, May 31, 2017

Horse and Musket Skirmish Game

Ran a game of Fistful of Lead Horse and Musket this month at our local club meeting.  Played the first scenario Fight for the Homestead using 15mm miniatures and half scale.   The terrain board was 2 feet square.  The scenario is 2 farmers with 4 colonial rangers in support being attacked by 9 Indians.


This is the initial setup with the 2 farmers in the farmhouse the rangers around the fence line and the Indians in the woods


The game runs by using a card deck to determine movement and handing out one card for each character being controlled by a player with Kings going first down to twos being the last to go and the Ace being a wild card.  In the first turn everyone was close enough for the shooting to begin with no much effect.   With the Indians starting to advance on the farmstead.



On the next turn there was a lot of reloading and the Indians decided to go into hand to hand combat but learned that the rangers were no easy pushover loosing the fight in the process.


Also the same ranger was able in the same turn using a special card to reload immediately and fire at another Indian.   Things look bad for the Indians with two out of the fight but the battle is just starting


The fighting got really intensive around the fence with the Indians getting the best of it wounding one of the rangers and in hand to hand taking out two of the rangers.


The farmers wife tried to turn the tide and came out of the building to attack one of the Indians but with no luck and was captured in melee by the Indian.   This lead to the end of the fight as the Indians broke down the door to the farmhouse and captured the other farmer and killed the last ranger.



A fun time was had by all and the game took only an hour or so to play.    Looking forward to the next scenario.   The figures and building are 15/18mm Blue Moon miniatures.     Gary