The Land of Counterpane
Monday, January 20, 2025
Battle of Mokre, August 1944
Friday, January 17, 2025
Models for Moonbroth
I'm helping out Simon Miller and Ian Notter put on a the Battle of Moonbroth at Hammerhead in March. It'll be great to get at least some of the GloryGeeks back together for the first time since... gosh, 2006?
I'm gradually going through my Gloranthan 28mm stuff to see what can be put on to temporary 120mm-wide bases to serve as To The Strongest elements.
First up are these Ostrich Riders.
These guys have appeared here before in a couple of Song of Blades and Heroes skirmishes. The riders 20mm scale plastic HaT Numidians with 28mm scale Numidian heads transplanted on to give a Pygmy appearance. The ostriches are white metal castings I bought at a show somewhere; sorry can't remember the manufacturer.
I'm assuming they function as conventional javelin-armed light cavalry in To The Strongest.
Next up we have a unit of Sun Domer archers.
I had one Hordes of the Things element of these but Simon very kindly sent me three more similar figures. I added arrow quivers (four from the Victrix late Roman light cavalry set and a couple that I designed and 3D printed myself. The second chap from the left also received the transplant of a hand with bow from the same Victrix set. A painted gold wristband helps disguise the join.
Not sure if these will be light infantry or bowmen in the game. I'll leave it to Simon to rule.
The rest of my Sun Domer Templar army will get a sprucing up next. It looks like forming a couple of deep pike units. There's also the Standard of Sun County which, if I recall correctly, has a never-retreat-in-battle thing going on. We'll have to consider its effect.
Sunday, January 12, 2025
Designing Historical Scenarios
What follows is an article I originally wrote for Lard Magazine. In the end I didn't submit it because I decided I'd be preaching to the already converted with that audience. At least here I can tweak my thoughts over time and link back to this piece when people ask about my approach...
At Steel Lard last year, Lee Storey mentioned that games of Sharp Practice at his local club degenerated into stand-up fights between one side lining a fence and the other lining a wall. Eventually the side behind the wall would win. Having played in Ken Welsh’s and Matt Slade’s excellent ACW games, Lee had now had something of an epiphany about how Sharp Practice scenarios should be designed. I’d like to add my two penn’orth on the subject, expanding to cover historical scenarios in general.
Troops in an entrenchment might be a recipe for a static, firepower-dominated game. Good scenario design is needed to avoid things bogging down. |
Why Design Your Own Scenarios?
I can understand how, given the pressure to get a game on for the weekly club meet, it might be easy to just say, “OK, you bring your Germans, I’ll bring my Paras and we’ll do generic scenario 2 next week”. And sure, a decent set of rules can easily give you a really enjoyable game that way. Often a fun story will emerge from the adventures of our miniature troops even if we don’t take the time to build a background to the game. However, I prefer to produce something a little more bespoke and firmly rooted in history.
I believe that our historical scenarios should give us:
- A simulation - reflecting history and perhaps giving us a new insight into the historical period covered,
- A narrative - telling a tale that is engaging, entertaining, and redolent of the stories we read in history books, and
- A game - an enjoyable, challenging contest that tests players’ skill and that plays to the strengths of the rules in use.
So how can we set about producing scenarios that do all that? In this article I’ll suggest that there are a number of steps we can follow to get us moving in the right direction. I propose that it can be useful to:
- Identify the constraints on our game,
- Decide on a theme,
- Understand the narrative flavour of our setting, and
- Understand how the rules can help make all of the above work together.
You can follow these steps in any order you like or even skip some of them altogether but for now let’s look at them in that order. We’ll then go on to look at some broad principles of scenario design that might help you putting together your first forays in this direction.
Although this article is focussed on historical scenarios there's no reason the principles can't be applied to alternative histories or even fantasy or sci-fi. |
- What figures/models do I have?
- What do I have in the way of terrain and/or table space?
- How many players am I accommodating?
- Which rules do I want to use?
Civilians, their vehicles, and personality figures are great for inspiring scenario ideas |
Scenario Theme
Having a specific theme in mind is a way of answering the question “Why am I running this game?” This can help to focus your design. There are potentially several levels here. Our theme might be location-based, it might be to explore a particular tactical (or strategic) situation, or it might be to explore a particular aspect of the rules. Let’s look at some examples.
A location-based theme might be as simple as “I want to tell a story from the Hundred Days Campaign”. But how precisely are we defining our location? Are we saying “It’s 17th June 1815 just north of Quatre Bras” or are we happier using the old Hollywood cop-out of “Somewhere in Belgium, 1815”? A very precise setting might require that you deploy very specific terrain or particular units but it might also suggest some scenario aspect that wouldn’t otherwise occur to you. We’ll cover this in more detail below when we start to consider Narrative Snippeting.
A situational theme might be “Finding the best route through enemy lines to escape encirclement” or perhaps “How can Bf-109s effectively escort Stukas tasked with bombing RAF radar stations?”
I’m sure we can all think of situational themes that might get the creative juices flowing. For example if we’re playing a large skirmish game like Sharp Practice or Infamy Infamy we might want to use our game to explore:
- scouting ahead of the main army prior to a major encounter,
- fighting in a peculiarly hostile environment, perhaps to gain access to shelter as a fierce winter storm approaches,
- foraging for supplies, or
- struggling to form fleeing forces into a viable rearguard to the main army.
If we’re operating on a larger scale we might be:
- launching a strategic raid into the enemy’s rear,
- combining a flank march with an effective pinning attack elsewhere, or perhaps
- making an opposed river crossing.
Flavour and Narrative Snippeting
Although there’s nothing wrong with saying, “This week we’re going to do a Peninsular War foraging mission”, I think you’ll get better player engagement with “This is Captain Wilson’s column trying to gather fodder for the artillery’s draft horses outside besieged Ciudad Rodrigo”.
However, if this is to work properly, we need to reflect the distinctive features of those particular situations in our game. What makes our game specifically American Civil War rather than generic horse and musket. Even more precisely, what makes our World War 2 game recognisably the early hours of Operation Nordwind rather than just any other German attack against snow-bound Americans?
In discussing rules development, Richard Clarke of Too Fat Lardies has spoken of “tactical snippeting”. This is his process of identifying the tactical considerations that need to be reflected in a new set of rules given the level of command involved. I’m proposing the term “narrative snippeting” to describe a similar process but with a focus on the story of our battle or campaign.
It’s become my habit to capture brief notes on events as I read, or listen to podcasts, about any campaign I might end up gaming. I keep notes on scraps of paper but eventually transfer them to a word-processor document for each setting. Thus my file “ACW Narrative Snippets” is focussed on American Civil War Sharp Practice games and includes subheadings for specific subjects. These might focus on a short period of action (“Retreat from First Manassas”), on a particular unit (“Mississippi Marine Brigade”), or they might be just about the overall narrative flavour of the war (“General”). You can see some of my American Civil War narrative snippets here:
Scattered throughout my Narrative Snippets are bracketed comments in a different font suggesting how I might reflect that particular snippet using the rules. For example in the “Missionary Ridge, Chattanooga” section we find:
Attacking Union troops were from Thomas’s corps that had stood like a rock at Chickamauga. A chant of “Chickamauga, Chickamauga” encouraged the men onwards as they advanced under Confederate artillery fire. (Treat as Holy Man?)
The Game and the Rules
Having gathered these “flavour enhancers”, how do we apply them in designing the scenario? Which specific aspects of the rules can we use to reflect the features of the scenario we found though narrative snippeting?
One method is to use scenario-specific Random Events tables.
By way of example, I learned from a lecture (available on Youtube) that a unit of Federal cavalry at Chickamauga were somewhat inconvenienced when they accidentally disturbed a hornet’s nest. Horses and riders were stung by the enraged insects. We might add a Movement Random Event - “Yellowjackets!” - to the Sharp Practice Movement Random Events table inflicting a point of shock on a unit so unfortunate as to roll double sixes.
My Harpers Ferry game had a complete Random Events table. As you can see it’s a mix of the suitable existing random events from What A Cowboy and others that reflect the specific events of 1859.
Setting your scenario at night-time, as with this game in the burned-out suburbs of Riga in 1812, can lead to more manoeuvre as firepower is less likely to dominate. |
Friday, January 10, 2025
Plans for 2025
In retrospect, 2024 was dominated by a small number of major projects that rather got in the way of playing an interesting variety of games. I'd like to change that this time around.
I very much enjoyed developing and running the Siege of Puebla game but in retrospect I got a bit hyper-focussed during the R&D phase |
As things stand, my objectives for 2025 are as follows:
- Make sure that 2025 is a year of using armies and terrain that I already own, not least the Woebetides and Russia 1812 Sharp Practice stuff.
- Play some rules systems that didn't see the table last year; Arc of Fire and Chain of Command both deserve at least one outing and more TacWWII would also be a good thing.
- Try one new set of rules in the form of Bloody Big Battles. One Saturday afternoon this year will hopefully see Froeschwiller played to a conclusion.
- Bring the Muddy River Blues campaign to its conclusion; it's got a built-in turn limit but got a bit bogged down through one of the players being away on a work trip at the tail end of the year (my Puebla focus didn't help either).
Somewhere up the Muddy River - Likewise finish the Siege of Hachigata mini-campaign we've been playing with The Pikeman's Lament. The next action will see an assault on the castle walls!
- Maybe try a Rogue Stars solo campaign but that's in the very earliest stage of thinking.
- In March, help Simon Miller and Ian Notter run a Gloranthan To The Strongest game at Hammerhead. I'm not providing a load of new units but I am upgrading some existing figures. Oh and look out for a somewhat peculiar single element in the next few weeks when some on-line purchases arrive!
My Sun Dome Templars will make an appearance in Newark - April is likely to see a return to Andreivia at Crisis Point - this should see me scratching the Arc of Fire itch.
- In June last year I ran Harper's Ferry at A Barn Full of Lard. The invite's just come through to attend again this year. I need to decide whether this would be in sensible in light of objective 1 above.
- In July we usually run a game at Joy of Six. Some ideas are being batted around; of which more later.
Last year's Joy of Six offering - Finally in November it should be Steel Lard. I'm still hopeful of persuading someone else to take on the admin. If they do I'll run a Woebetides Sharp Practice game that can be extended to accommodate extra players in the event of a games runner shopping out. Whatever happens I don't intend it to require the building of large amounts of additional terrain.
Tuesday, December 31, 2024
Cortina's Raid on Brownsville
On Sunday Phil, Andy, John, Ron, and Jamie gathered at Stately Counterpane Manor to play some What a Cowboy.
Tomás Cabrera leads some Cortinistas past the livery stable |
Cortina and Robert Shears face off across 14th Street |
George Morris, the blacksmith, takes up a defensive position outside the hotel |
Cortinistas menace Adolphus Glaevecke |
Inside the hotel there's a gunfight between Morris and one of the Vela brothers while the dancing girls run for cover |
"Hey, you in the jail!" Cortina and his men threaten to come in after the cowering Marshal Shears |
- The "You can't dodge towards the enemy unless you're a Gunslinger or better" rule is actually "You can't dodge towards the guy shooting at you unless...",
- If you can dodge behind cover that doesn't block line of sight, you can still be shot at if the shooter pays an additional Spot die, and
- If you can dodge behind cover that blocks line of sight you must do so; you can't dodge to a "peering around the corner" position.
Thursday, December 26, 2024
Do you know the way to St Omer?
Late on Christmas Eve, while the rest of the family were glued to Strictly or some such TV entertainment, I decided to try out one of my new battle-mats.
In my workshop there's an old plan-chest that provides a small gaming space if I remove the crap usually covering it and if I don't mind getting a sore back whilst playing. The "Grassy" mat folded in two covered it nicely.
I fancied a little TacWWII and went with the smallest scenario from this venerable volume.
The Road to St Omer sees the British 3rd Battalion the Royal Tank Regiment (3RTR) clash with lead elements of the German 1st Panzer Division just south of Calais in May 1940.
This was one of my contributions to the book and I hadn't played it since play-testing in 2000 but I knew that I had all of the models and could whip up an approximation to the terrain with mostly things I had to hand. I'm quite pleased with how it looked.
Near the centre of the table is a sunken road that I marked with some clump foliage but then I thought, "I could do better than that".
A quick scrabble through the terrain material stores (in the same plan-chest) provided off-cuts of PVC board and foam core. Cut, chamfer, glue, apply quick-drying Polyfilla, paint, PVA, apply mix of flock and static grass and you have a couple of "sunken road markers". Probably took me less than an hour including time for the Polyfilla to set and the paint to dry.
While waiting for the rest of the family to get up on Christmas Morning I made a start on playing the scenario solo. It's an odd one, with armoured companies (in this case a German armoured car company and a British tank squadron) blundering into each other, in column of route, at point-blank range.
It's challenging for the British, in their first action of the war, to shake themselves out into a decent fighting formation against fully worked-up recon troops of 1st Panzer Division who have already fought their way across Belgium and France. I rated 3RTR as Tac 7 whereas the Germans are Tac 5. This means the Brits have a 40% chance of changing Mode while the Germans are on 60%.
In between domestic duties I managed to get through five of the scheduled eight game turns. The close encounter range made for a bloody opening with one of the German armoured car companies losing three platoons straight away for the loss of one British tank troop.
When researching the scenario I knew it would play oddly in that both sides have mostly (or in the British case entirely) armoured elements but also a number of units with little or no anti-armour capability. This made for some interesting tactical choices.
3RTR's two cruiser tank squadrons clashed with German companies with a mix of armoured car types. The British 2-pounder is superior to the 20mm cannon carried by the SdKfz 222s and 231s but the German companies are larger (six models to three) and so tend to be a little more robust when it comes to morale tests.
As the scenario proceeds, additional German companies arrive, the first being a heavy company with three Panzer IV troops.
As the Brits advanced across the railway line they were met by stiffening German power. By the time of the pic below, 3RTR's A Squadron had driven off their German opposite numbers but been forced to flee themselves. Here we see B Squadron with all three troops neutralised and with C Squadron's Light Tanks Mk VI advancing on their flank.
At this point A Squadron badly failed its test to rally and entirely lost cohesion, the remnants being seen to flee through Cocquelles. This triggered a Battalion Morale Test with resulted in a "Halt" result.
Turn five saw a light tank company (Panzers II and III) arrive on the German left and although their heavy company was forced to retire, this was not before it had wiped to 3RTR's B Squadron. With a second light company arriving on game turn six and the British reduced to two squadrons of light tanks, I decided that Brigadier Nicholson had arrived and ordered the British force to withdraw into the Calais perimeter.
If you've seen the film Darkest Hour, you'll know that the Calais garrison will be sacrificed to delay the German advance on Dunkirk. Most of 3RTR's tanks will end up being pushed into the harbour to prevent their capture by the Germans.
As always I was delighted by the way TacWWII makes for an engaging narrative. I could readily envisage the British CO's frustration in trying to put together a battle line in the face of an aggressive enemy, particularly when a Tac roll revealed that (as happened historically) the HE rounds for his close support tanks' guns had been left behind on Southampton Dock.
More TacWWII must follow in 2025!
Friday, December 20, 2024
Review of the year 2024
The terrain is now in storage so that may be the game's last outing for a while. With six sessions at Lardy Days and three or four playtest sessions it's difficult to argue that the ratio of preparation time to play time is reasonable. However, I enjoyed the process of researching and designing the game and building the terrain so any decent cost-benefit analysis needs to take that into account.