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Wednesday, 20 November 2024

Tracking Things In Atteint!

Sometimes I have shower-thoughts on things that weren't even on my radar when I got into the shower.

Probably too much information, but this post is the result of one. The other day I started thinking about my jousting game Atteint! in the shower, and was reminded that I hadn't really got a way to track the bits of in-game information that I liked. I've tried using a sheet for each player with counters that track various values, and I've tried simply doing it by writing on a piece of paper. The latter works best, but some statuses - the Marshal, Favours of the Ladies' Court and the knight's current Focus - change in a way that's awkward to track.

Anyway, my shower-thought was that I should go all Euro game on the problem, and use a ton of counters. I made a few counters for tracking some of the stuff and then switched to my coloured counters for the rest. A couple of days ago I tried it all out, and this is the setup:


White counters are Aim, blue are Balance and black are Force. Each knight starts a pass with one of each. As they add to the values they add counters to their pile. There are card counters marked 'Aim', 'Balance' and 'Force'. They are used to show the knight's current focus. The counter with the heart on it is the Favour From The Ladies' Court. You can only ever have one of these at a time. I also added a track for the Marshal; that starts at 0 and then slides one way or the other as knights gain points,

The above picture shows a pass at the start. This next picture shows a pass a couple of turns in. The White Knight already has a Force of 4, whilst the Purple Knight has 3, but has Aim and Balance of 2 as well.


This shot shows the first pass of a joust. White has nothing but Force to show for it, whilst Purple has 3 in each of Aim, Balance and Force, as well as a Favour.

That said, both knights missed and no points were scored.


The second pass. Both knights had good scored in their attributes, and Purple still has a Favour. You can also see that White has one point in his favour with the Marshal.

Purple has two yellow tokens. I use those to show points. In the second pass White missed again, but Purple scored a hit and managed to break his lance too.


The third pass. Purple piled on the speed hoping to force the pass as quickly as possible. With two points in hand he could afford to miss so long as White did as well. White didn't really get his act together. Both knights missed, so Purple won the joust 2-0.

On the whole this wasn't an exciting joust, but it did show off how the markers work. Yes, it's a lot of clutter but it was straightforward to use and a lot easier than moving stuff around on a chart or crossing things out on a piece of paper.

I ran a few more jousts afterwards, some using skills, and they did manage to be more exciting. And all ran smoothly thanks to the counters.

Friday, 15 November 2024

Up The Yazoo

I set up a two-player game of Galleys & Galleons last night for Caesar and I. Moving well out of the period covered by the game I revisited a scenario I played several years ago covering the first fight of the CSS Arkansas on the Yazoo River.

On 15th July 1862 the ironclad ram CSS Arkansas was proceeding down the Yazoo River, when it ran into a squadron of Union vessels; the armoured gunboat Carondolet, the timberclad gunboat Tyler and the ram Queen of the West. In the action that followed, the Carondolet was run aground, and the other two ships ran back to the safety of their own fleet back on the Mississippi. The Arkansas followed them, running the gauntlet of the whole Union fleet before finding safety under the guns of Vicksburg.

I used a board 36" long, with the river roughly 24" wide (plus a couple of small islands). Unlike the older scenario I didn't bother with current, as I wanted to keep things simple.

Here's the CSS Arkansas:
Q3 C4 - Heavy Bow Chasers, Heavy Stern Chasers, Ironclad, Ramming, Steam Engine

The Arkansas was supported by a group of Confederate soldiers which could be placed on any riverbank after all ships had deployed.

Confederate Regiment:
Q3 C1 - Bastion (but they fire a regular full broadside, not heated shot)


Here are the Union ships. From front to back:

USS Tyler
Q4 C3 - Chaser Guns, Reinforced Hull, Steam Engine

USS Queen Of The West
Q4 C3 - Ramming, Shallow Draft, Steam Engine, Unarmed

USS Carondolet
Q4 C4 - Heavy Bow Chasers, Heavy Stern Chasers, Ironclad, Shallow Draft, Steam Engine


The Union force has a higher points value than that of the Confederates. However their quality is low and with no flagship it would be difficult to coordinate them. This was to simulate the fact that in the actual action they were surprised and performed pretty badly. 

The victory conditions were vague. The Arkansas basically has to run past the Union force and escape off the other end of the board. But we felt it had to cause a reasonable amount of damage, if not disable, at least one Union ship in order to claim a victory.

Although technically all ships would have had steam up we started everybody stationary so they had to use activations to start moving. This would help break up the Union force since not all their ships would necessarily act every turn.

Caesar took the Union. He ran Queen of the West down the centre of the river to go for an immediate ram on the Arkansas. Tyler and Carondolet moved to provide gunnery support. I sent the Arkansas after Carondolet hoping to ram it; go big or go home!

Arkansas fired the first shot, a broadside at Queen of the West that failed to score any significant damage.


Carondolet fired its bow guns but the shots bounced off the Arkansas's armour.


Queen of the West was closing for a ram and I wasn't sure I could avoid it. So being bold I pre-empted the attack and turned towards the Union steamer, ramming it in my turn. The Queen of the West too heavy damage. I fired my guns as I closed, and the Queen of the West found itself with damaged engines as well.



Tyler came up on one side, but again the armour on the Arkansas was up to the job and it remained undamaged.


However a broadside from the Carondolet did inflict a hit.


Out of control the Queen of the West sheared off away from the fight. Arkansas turned an ran full-tilt at Carondolet, ramming it amidships and inflicting serious damage.


A broadside from the Confederate vessel forced the Queen of the West to strike, and its crew abandoned it.


Having forced one vessel to strike and badly damaging an enemy ironclad, the Arkansas sped on down the river.


Caesar fired one last shot from the stern guns on the Carondolet, and inflicted a lucky hull hit on the Arkansas (it was nearly a hole below the waterline in fact).


Unfortunately confusion due to the damage meant that the Carondolet was out of control, and it ran head-on into the riverbank.


The Arkansas could repair one of the damage points inflicted on it, and had taken no special hits. It steamed on the its next adventure. Meanwhile the Union had lost Queen of the West and Carondolet was hard aground. This was very much a Confederate victory.


We set it up and swapped sides. Could Caesar cause more havoc than I had with the Arkansas?


Caesar used his troops on the shore far more often than I did. They were mostly ineffective but did inflict a lucky hit on the Tyler.


The Arkansas fired a long-range shot at Carondolet. Caesar brought the ironclad over to that side of the river in order to avoid teh dangerous ram Queen of the West on the other side.


I had sent the Carondolet to the fore to engage the Arkansas, whilst trying to bring Queen of the West in on the flank. Tyler was to hang back in case the Arkansas broke through.


Carondolet was rammed and badly damaged.


There followed several turns whilst the Union ships blundered around, mostly trying to avoid colliding with each other as the Arkansas slipped past them. However with only some mostly repairable damage inflicted on the Carondolet, Caesar turned the Confederate ship back towards teh fight in order to do something more significant.


He tried to ram Carondolet again, but ...


... missed! Carondolet and Arkansas passed and exchanged broadsides to little effect.


It was at this point that the troops on shore managed to inflict a hit on the Tyler.


Carondolet began the long process of turning back into the fight. Meanwhile the Arkansas went after the Queen of the West. I'd managed to close up for a magnificent ram, but then blown the activation roll to make the final turn. Queen of the West now found itself under the guns of the Arkansas, and suffered for it.


Arkansas rammed the steamer, but only inflicted light damage.


However Queen of the West was in serious trouble. A parting shot from the Arkansas set it on fire, and the burning ship left the battle to explode quietly further upriver.


Meanwhile Tyler was in all kinds of trouble as a series of activation failures saw it stuck in the shallows and taking damage.


Only the Carondolet was left to fight the Arkansas. I moved forward to cross its bows.


I failed to get a rake (due to my own blunder - I fired a long-range broadside and then didn't get enough activations on the next turn to reload and fire a full raking broadside), but did manage to score a hit on the Arkansas.


The Arkansas rammed Carondolet, but only inflicted light damage.


Caesar took a gamble as teh ships parted and went for all three activations, despite being damaged. He rolled a '1', forcing a roll on the All At Sea table. And another '1' saw the Arkansas strike! The damage it had taken was too much for the crew!


Tyler had extricated itself from the shallows and begun repairs. Carondolet could repair a lot of the damage it had taken as well. But the Arkansas was lost.


With only the Queen of the West sunk we called this one a Union victory.

Galleys & Galleons is really not designed for warfare in this period. But it gave us a fun game. When I played it before both actions ended quite quickly; I was pleased that in both games yesterday lasted a decent amount of time and could have gone either way.

The models are 1/1200th, mostly from Navwar but Tyler is from a long defunct company called Zodiac. The soldiers are 1/300th figures from Heroics & Ros, with an Irregular Miniatures gun.

Friday, 8 November 2024

Flag Tag

We played Gaslands last night. What started off as a scheduled two-player game so June could try out a new build and use her new terrain turned into a five-player game. The scenario we rolled was Flag Tag, in which each team has a flag in their own area of the arena and where you score points for running over other teams' flags. The first team to score three points wins.

Here's the arena we set up, showing June's new terrain pieces. To the left you can see Declan's two-car Idris team. Left bottom is my two-vehicle Verney team. Mid right is June's new Mishkin vehicle. Mid-right is Craig's Scarlett vehicle. Hidden behind a piece of terrain top-centre is Caesar's three Mishkin buggies.


Away we go! I was running Bulls on Parade (a truck with a grabber arm) and Snakecharmer (a bike with satnav). The orange counter you can see is one of the flags. You can see Declan's team heading for the gate here, and one of Caesar's buggies coming the other way.


Declan deftly swerved to pick up Caesar's flag. When a flag is collected it is replaced at the start of the next gear phase.


I ran close to some wrecked vehicles to pick up Declan's flag. You can see my bike in action here as well.


Thunder McCar - June's Mishkin performance car. It has a electric-arc projector on the back, a weapon we'd not used before.


Craig's Scarlett desperados took out one of Caesar's buggies.


Thunder McCar took out another with it's rear mounted electrical weapon. The shot bounced onto my truck doing a massive 12 points of damage to it. Fortunately I had armour and survived but was left with one hit!


Vehicles in action!


Bulls On Parade grabbed Declan's Black Dog and threw it around a bit. Destroyed it too. My bike picked up Caesar's flag.


At this stage we had a few vehicles destroyed or badly damaged, and one drop-out (Craig had to leave early). Everyone had picked up two flags. I know I didn't document all of the collections, but they'd happened.

Anyway, June was after Caesar's purple flag. So was I. But it was Declan's respawned Black Dog that zoomed in from nowhere to collect it for the win.

An entertaining scenario all round. Not depicted was the sheer number of mines and caltrops being dropped by various teams. Made for a tricky time navigating the arena.

Monday, 4 November 2024

Mammoth Hunt

I played a quick game of Paleo Diet the other day, just to while away a lunchbreak with something other than a nap.

I set up a couple of mammoths and some horses. One of the mammoths was a juvenile as I'd not really used the juvenile rules that much.


There were five hunters, with a target of six bulk. The adult mammoth is worth 4, the juvenile 3 and the horses are 2 each.


An early shot with an arrow saw the adult mammoth wounded. The archer was really just trying to drive it away from the calf.


A hunter inflicted a hit on the calf, but this brought up the wounded parent who was quite cross. The hunter was wounded in the attack.


Another hunter came up and attacked teh juvenile mammoth. This obviously enraged the parent whose subsequent attack were all ineffective.


The hunters killed the juvenile and the parent ran off.


A spear-armed hunter had attacked one of the horses, and found himself in the path of the bereaved parent.


One of the hunters carried fire, and had been trying to set up a wall of flame to prevent the animals fleeing north. However the fired had kept going out and it was only now, well into the hunt, that he really got things going.


The spearman ducked out of the way of the mammoth and finished off one of the horses.


In panic the other two horses stampeded over him, injuring him.


They also ran towards the fire, panicked again and headed towards teh edge of the table. If they left then the hunters would have to take on the adult mammoth; not an enticing prospect. One of the club-wielding hunters moved to drive them back into the hunt area.


They turned around and he was lucky enough to get a good strike at one, killing it.


And that was it; with two horses and a juvenile mammoth in the bag the hunters had managed a successful hunt, albeit with two injuries.


In fact they were very lucky; the adult mammoth had attacked four times with a 50% chance of scoring a hit and missed each time. At least one hunter would have probably been put out of action if the mammoth's attacks had been better.

Still, juveniles offer an interesting challenge, and I'm going to try another hunt with one for my next game.