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Rupert Smith, Law Enforcer NPC for Tiny Frontiers

This is a non-player character (but can be used as a character) for the Tiny Frontiers Game in the Western Star micro-setting created by John D. Kennedy.

Rupert Smith, human law enforcer for the town of Southridge on Missick

Born and raised on Missick isn't something most people are proud of, or talk about. Rupert, though, loves his home world. Even with all of its problems, Rupert believes that Missick is not the dead world others claim it to be, it's just waiting for the right time to emerge again. Rupert's positive beliefs go far beyond that of just having the world come back.

A few years ago Rupert's parents were killed. There is still a lot of mystery around their deaths because it happened during an Avonti raid. But, it didn't look like they were killed by Missick's native race. The Star at the time didn't do anything more about it, and the people of the small town of Southridge were on the verge of rioting. Things changed. The Star along with some others left the town, none have been seen from since. Rupert stepped up. He knew the most likely reason his parents were killed were because they were working on creating a town of peace, maybe even working with the Avonti. He accepted the position of Star with the belief that his parent's deaths would never be solved, nor justice being served.

He looked to the future.  Deciding that he would carry on with dedication of solving the bigger problem his parents were trying to solve. He is helping the few people left in the town of Southridge to make a stable place with the best possible life they can create. They still have problems, but they are doing alright. And, because of the stability they are seeing a few more people come around from the outer reaches and even some who are using Southridge as a place to start from. With the growth Rupert turned out to be a good choice for Star.

As the law of the town, the MMA gives Rupert full authority, and so do the people who are permanent residents. This is good for the town because it sits on the edge of a wasteland that many consider dangerous, but with possibilities. The people that come to town are soon encountered by Rupert and confirmed that the town is no place for problems. The people here are under his protection and that if they want to create issues, there is plenty of room north of town to find them. Rupert is quick to put down trouble in the town, but is fair in his jurisdiction. This doesn't mean that he is willing to let strangers, or even friends, get away with creating problems.

When he can, Rupert explores the area around the town. His goal is to learn more about the native Avonti and to see if there are other resources to help the people he cares about. He has come across some sign of the Avonti and has been careful to show an interest, but respect for what he has found. He is not sure, but he believes this has led to some sort of peace agreement between the local natives and the people of Westridge. Although, some of the rougher prospectors that have come through town have not fared as well.

Rupert Smith, Human Star (Sheriff)
HP 6
Traits: charismatic, insightful, perceptive, prepared
Weapon proficiency and mastery: light range, laser pistol

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).



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Card based system for wargames deployment

One of the features I like about the various strains of card driven board wargames, is the decision involved in playing a card for activation.  Clearly this does not apply to all card driven systems, but the ones I am thinking of have cards with multiple options on them, that the player must choose from when playing a card.  Does the player use the card for bringing on reinforcements, or to activate an event, or for a special ability/modifier, or simply to activate units/leaders already in the game?

 
This seems like a useful thing to try and bring into a miniatures wargame, to put a little spin on that old standby scenario - the meeting engagement.  So what I am considering here is a system of cards, each with two different pieces of information on it. Each player would, in turn, place one of these cards, from a small handful they have to choose from, on the table, in one of three different sectors.eventually, each player will play two cards in each sector.  Each sector would have one card, for that player's forces, that corresponds to one of the two categories of information on he cards (so, one card for forces, and one card for deployment).

The first piece of information is a partial basic order of battle. It would list a number of units that would belong to one of three sectors on the battlefield (left, center, right).  Depending on the period and the number of units a player owns, this could be tailored so that a personal collection could provide the figures needed. This could easily be three or four units, or as many as a dozen, depending on period, scale, and rules used.

The second piece of information would control the deployment of forces in that sector.  Are the forces arrayed in a single line? Some units off board? In column on a road?  Dug in with scouts deployed?  Again lots of possibilities, depending on period, scale, and rules.

An example might be this, for Blue Army's Left Flank... (Fictional situation, of course)

Forces Card: Infantry Division, 6 units of line infantry, 1 medium gun battery. 
Deployment Card: Probing Line, All units in a battle line, 12" in from base edge.  Up to two subunits (converged flank companies, or detached squadrons) can be deployed up to 24" in from base line.  

I can see this used in several ways. The easiest, and maybe most interesting, is to deal out six cards to each player, and they need to use all six.  The second way, is to deal three cards each, and as a player places a card, they draw a new one.  Other possibilities exist, but in all cases, the players roll initiative, and high roller places one card, and then the players alternate until all six cards for each side are played.

I am looking forward to trying a set of these, maybe for Napoleonics first. Loads and loads of possibilities exist, including special event cards, special decks for special scenarios, and ancillary effects of cards, like logistical conditions, weather, or affects to limit or increase command.

A neat project to ponder.


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More on Arthur

I have found a nice blog, by Guy Halsall, on his wargaming activities. Dr. Halsall is an academic that makes a fine study of sixth century history, and starting back in the late 1990s he combined his history pursuits with his wargaming and published a series on King Arthur.  Much of the series found its way into Wargames Illustrated, all of it is on his blog.

Halsall goes on to complete a lengthy, and excellent (once he moves away from the touchy subject of Morris) series on both Arthur and the wargaming of Arthur inspired scenarios.  He has a nice introduction to campaigning, here giving a set of simple mapless rules (but with excellent scenario generator guidelines), and also a set of map based campaign (more detailed, naturally) rules. He discusses lists and rules (as I had done earlier here  but while I chose to compare lists against each other, he is comparing them to what he projects to be proper warfare for the period, based on his scholarly research).  In his discussion of rules, he gives kudos to Dan Mersey (Glutter of Ravens) and to Simon McDowall (Goths, Huns and Romans), both of which I highly regard.

In short, a great article series. Halsall's historical work is top drawer, and even his criticism of Morris is well placed (he takes down one of my favorites, John Morris, for writing history that is more of the "enjoyable narrative" rather than the "rigorous scholarship" type of work).  I am forced to agree with his criticism, even if I have a strong fondness for The Age of Arthur


For me, as a wargamer, I am perfectly fine with a strong narrative version of a potential historical Arthur.  It was not an especially literate time, so the lack of much literary evidence doesn't bother me - and an actual King Arthur is not necessary to me as much as a potential Arthur that is consistent with what we do know about the history. 

I find very appealing the notion of an Arthur-like figure in the sixth century keeping alive the spark of Romano-civilization against the inevitable sweep back into Germanic paganism.  And so it follows that I would want my wargaming to be based on that idea. It is my world view, and my sense of myth and legend of the West.

So, I will stick with Morris, and Arthur, warts and all.  And still enjoy the great work of Guy Halsall, as well.

 
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Switch, Game Review

More pictures on their page
Every so often you are sitting with a few people around and just wanting a quick game to fill in the time. Something everyone gets involved in. In my group we call these filler games. At a couple of recent conventions, Salt Lake Gaming Convention and SaltCon, I came across a game that really fits the definition of a filler game.

Switch is a fast-paced, everyone play at once, game. It reminded me of a game we called Speed crossed over with some Crazy Eights. In Switch you are working to get rid of your hand as fast as possible into a central discard pile.

A hand starts with each player having a dealt hand that you turn over at the same time. Then you get rid of them as fast as possible. You start out with a condition to play cards, pairs, color (suit), or runs. You keep playing on the top of the discard pile until you can't play or a switch card is used to change the condition.

When I played we just played individual hands, but you can keep score to have your game last longer than just a hand. Many hands are completed in less than a minute. I also watched other playing and how many younger players really enjoyed the fast pace of the game and how short of time a hand took.

I can see there is a lot of potential to create your own house rules for discarding. You can also change hand size. You could also create different hand sizes to provide a balance between younger and older players. All of these, and other ideas, create a basic card game that can be played differently to keep the game fresh.

You might be waiting for only a few minutes and be looking for something to fill the gap of time. Or, you might need to fill a little more time. You could even play this between ordering your food and waiting for it to be served.

Switch is designed and distributed by Bored Brothers Gaming (Facebook link). It designed for 2–6 players, with no age listed, to last about 15 minutes (based on the games scoring system).

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.


You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).

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Taking Stock - 15mm Collections pt. 6 - 19th Century

Wargaming topics and possible theaters of battle in the 19th century are extremely varied and provide for a lot of exciting gaming possibilities.  One of the most popular is of course the American Civil War.  But not for me, I have tended to avoid that conflict ( I had a collection in 25mm, but I only used them for imagi-nations gaming).

This period, from the perspective of military operations and wargaming potential, is fantastic.  It is the century that sees musketry evolve from a weapon of mass application (with little precision), into the dominant force on the battlefield (as we evolve from the age of muskets, to the age of rifles).  The introduction of the railroad and mass production also mean that armies and logistics are evolving, so that operational campaigns are very different.  Naval capability changes from being wind and muscle driven, to being steam driven - which means that imperial and global colonialism is not only possible, but commonplace (with the colonial wars that go along with it).


I will include in this listing a few armies from the very early (pre-WW1) 20th Century.

Mexican-American War
This is a big enough collection to put on a 6-8 player game. Maybe a thousand Mexican figures, and maybe eight hundred Americans and Texans.  All painted, recently rebased.

Mahdi Rebellion
This is a larger scale (in terms of larger scale battles) and more serious study of the two parts of the River War (as Churchill called it) than my 28mm TSATF collection ( which is, appropriately, for small scale skirmish engagements).  I have British (painted), Egyptians (unpainted, but also suitable for the Arabi Revolt), and Mahdists (hundreds painted, but hundreds not painted).

Zulu War
Probably not worth mentioning except for an impressive stash of very nice, but unpainted, Zulus. Hundreds of 'em.

American Indian Wars
This is a recent acquisition for me, a set of very nice (but individually mounted, so suitable for skirmish gaming) figures including US cavalry forces (mounted and dismounted), and a large selection of American Indian figures.  There are leaders and a variety of figures for both sides.  I have not gamed with these yet, but I am planning on trying The Tomahawk and the Flame, Pony Wars, and/or Hey You in the Jail (one of my favorites, now available as a PDF download).

Spanish American War
A few years back, Patrick Wilson re-released the Richard Houston Lyzard's Grin collection. I bought in. I have a few hundred figures, all painted nicely by John Callahan. Both sides, and big enough for a modest game. No Philippines or Moro figures.

Boxer Rebellion
Very nice Old Glory 15s, this is at heart a nice, large collection of unpainted Boxers, and some Europeans. Started this collection to take advantage of Americans (from above), and Russians and Japanese (both from below).

Russo-Japanese War
Another nice OG15s set, painted (by me) and large enough for a meaningful game. Maybe a dozen infantry units per side, with 2 or 3 cavalry and artillery units for each side. Many more troops for Russians. In addition, maybe another dozen units each side, of infantry.

Part 6 - 19th Century (this article)
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Word Domination: Spelling Disaster, Game Review

Art by Ryan Goldsberry from Uproarious website
Criminal masterminds don't just have to worry about the good guys. There are only so many great treasures to take and other domineering deviants are going after them. You must devise your strategic maneuverings to position your plot in claiming the treasures available before the secondary scoundrels abscond with the booty. And, in so doing you not only secure the ancient and modern artifacts of the society, but promote the security of your position by establishing control of the territories.

Word Domination: Spelling Disaster is an area control game that uses your vocabulary as the mechanic to gain the spaces to earn points. However, having the great words at your disposal is only the means to the end. It is more about how you build the words to gain the spaces, not just using the biggest, grandest words you can come up with.

Each player takes on the role of one of the criminal masterminds who are vying against each other by capturing the space and stealing the great treasures of the world. The criminal character information gives players a unique advantage. Or, in the case when I played it, everyone is equal. This is a benefit for beginning and younger players. Word Domination is designed for 1–4 players with both cooperative and competitive rules.

We played a competitive game. On your turn you spell a word using the tiles in play. As the game progresses it becomes more important on the location of the tiles and not so much as what the word is. That's because you don't score for the word—it's the mechanic for capturing the space.

Along with playing a game against the developer (Jeff Beck), I had the opportunity of watching others play at SaltConthis year (2017). It was fun to watch as people realized the change in strategy because so many people are used to scoring the word. In fact, I saw one younger player give a solid run to a much older player by going for the basics they understood. It was a good example of how well the game is balanced.

There is also a lot of replayability with Word Domination. The letters that come into play vary, booth on the initial setup and as they are drawn into the game. Some of the tiles have special play options that you can use when you play a word using that letter. There is also the variability of the criminal personalities available.

I liked the twist of using words as the mechanic instead of the scoring mechanism. Another person playing the game (at a different time) commented how using this as the means to the end caused them to have to rethink what they were doing because they started out in the mode of looking for the words instead of the territories.

You've sharpened your thesaurus talents to stay a step ahead of the conniving competition. The master plan is made and now it is time to implement the scheme to take demonstrate you are the mastermind you have always known yourself to be.

Word Domination is designed by Jeff Beck and illustrated by Ryan Goldsberry and is from Uproarious Games. It is for 1–4 players and designed to last 30 – 60 minutes.

At the time of writing this the game has successfully completed a Kickstarted campaign and should soon be available on the market.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Castle Panic, Game Review

Picture from Fireside Games
The castle stands and we as the defenders stand ready to defend it. There are hordes of monsters coming from all around us. We can work together to keep them from tearing down the walls and invading our home.

Castle Panic pits the defenders of the castle against the invading monsters. Players build a hand and play the cards allowing them to strike at the monsters in different zones. The goal is to keep them from getting to the castle walls. If they reach the walls, they can tear down them down and invade inside the wall.

I had the opportunity of playing Castle Panic at SaltCon in the room hosted by Double Exposure Inc./Envoy games. Three of us sat down and played the basic game with no expansions. The base game is a good for beginners and younger players. The expansions might also work, but I haven't played the game with expansions. The three of us were able to start quickly because the rules were straight forward and easy to understand. For two of us this was the first time we had played Castle Panic.

The board
We played a cooperative game. The instructor told us there were several ways to play, which included the cooperative style, team play of one side playing the monsters, solitaire, and one with players collect trophies for a high score. We went with the pure cooperative game, which I also found out was the first time one of our players had played a cooperative game.

The rules are easy to understand. Players start with a hand of cards that are used and traded to other players. Monsters are randomly drawn and placed on a zone of the board and they move forward to attack the castle. The cards give the player the opportunity of seeing which area they can defend and at what distance from the castle wall. There is some planning of seeing when an invader is within range and giving the right cards to that player who can make the defense.

Playing the cooperative game gave us an advantage of helping each other with advice on how to pass cards. Even the less experienced gamer at the table soon understood the basics and was picking up on the options they could do on their turn.

Moster tokens
Castle Panic is a good family game. It is rated for ages 10+, but younger players, especially those who have played some other games, can easily join in on their own. Inexperienced younger players may need a little help. The game also has a quick pace so the game keeps moving and keeps the interest of younger players. A friend with children told me this has become one of their staples on family game night. To add a more excitement, they use miniatures to represent the monsters attacking the castle.

Castle Panic is designed by Justin De Witt and distributed by Fireside Games. It is designed for 1–6 players to be played in less than an hour (our game took about 45 minutes).

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Medieval Periods - Middle Dark Ages (6th and 7th centuries)

Following on my first article about wargaming in the various sub periods of the Medieval Age, I would like to address what I am here referring to as the middle Dark Ages.  For me, this is roughly the 6th and 7th centuries, so definitely in a Post (Western) Roman setting, but one where the rise of new entities and the rise of Byzantium provide rich war gaming possibilities. As with the first article, I remain focused on Europe.
As far as I know, there is no common reference to this period, at least as a period distinct from either the earlier dark ages, or the later dark ages.  If anything, the earlier dark ages, and this period (I am thinking of approximately the 6th and 7th centuries) are part of what is usually referred to as Late Antiquity, although that really stretches back further than I wanted to (Late Antiquity is usually 300-700 AD).

But here I am talking about the 6th and 7th centuries.  In the early period (5th century, into the Age of Arthur.  To me that is the interesting activity going on in that period (from a European perspective) for wargaming.  In this period, there are really three things going on that provide for good wargaming.  As I see them these are:
beginning of the 6th), I covered the
  1. Consolidation of the Barbarian/Germanic Kingdoms
  2. Muslim Conquest (starting in the 7th century, but lasting into the 8th)
  3. Byzantium Ascendency, starting with Justinian in the 6th century 
As with the other Medieval periods, although infantry is still a very common component of armies of this period, the strength of cavalry is one of the hallmarks of many Medieval military systems (at least for me). That was the reason why I thought of the Romano-British as an example of a very early Medieval army (even though, it is extremely Roman, and infantry heavy, in flavor).

So, from a wargaming perspective (although just the history of this period, leaving aside gaming for an instant, is itself completely fascinating) here is what I see for the three periods.  I think I might list things like miniatures rules, board games, and army lists for each in separate posts.


Barbarian Kingdoms
These are large groups of (mostly) Germanic people's, or confederacies of people's, that were occupying lands in or on the border of the (former) Western Roman territories. They either had been invited to settle and become feoderates by the Romans, or else migrated in on their own, or (as in the case of Theoderic) would be contracted to come in by the Eastern Emperors. Because there are lots of clashes, both with remnants of the Western empire, and with other barbarian kingdoms, there is a lot of wargaming potential here.  Some of the people's I am thinking of (although there are many, many others):
  • Ostrogoths - the Eastern Goths, mostly in and around Italy
  • Visigoths - the Western (or Bright) Goths, mostly in and around the Iberian lands, filling the space previously occupied by Vandals and Suevi
  • Franks - Extremely successful on both sides of the Danube, and against other tribes/confederacies, this period includes the Merovingians.
  • Saxons - As in the earlier period, this may also include related peoples such as the Jutes and Angles, both in Britain (which is now becoming, finally, Angle-land, or England) and back in Europe.  On the British Isles, the series of struggling Kingdoms form the Heptarchy, although rarely is it exactly seven kingdoms.
  • And non-Germanics from the East - Alans, Avars, Huns, etc. 
There are a lot of miniature wargaming possibilities here, but also some board gaming titles as well.  Right away, I am reminded of Barbarian, Kingdom and Empire, as well as Catan: Struggle for Rome (a great game, but maybe not a wargame?).  Possibly Rise and Fall  but possibly not (and it is very similar to the already mentioned BKE).  A game I used to play quite a bit is the area control game, Attila.

Muslim Conquest
Starting in the early part of the seventh century, the armies of the Prophet and his successors provide a history that is ripe with opportunities for Wargamers who want to recreate the battles of this period.  This is divided up into an early expansion period, starting with the battle of Bedr, in 624 (two years after the flight of the Prophet to Medina) and ending in 661 when Muawiya Uthman had the Prophet's son in law (Ali) killed in the civil war for succession.  Muawiya then formed the first Caliphate.  

The armies of Islam, with roots in a popular religious undertaking, necessarily had a lot of simple (but effective) foot elements, but also (and increasingly as time went on) both a professional infantry core and large amounts of mounted troops developed.  The Arab cavalry favored the Lance, although there are some Persian elements that use the bow.  This is, tactically, a very interesting army.

It clashed, of course, with many of the other armies described in this article, so a Wargamer seeking to develop a collection for this period, would have a lot of scenario possibilities if he were to include the elements that make up this army. A very useful collection of essential troops, that would serve for representing this army over many centuries, would be a decent sized collection of Arab spear, Arab archers, and Lance armed Arab horse. As the conquest settles into an imperial mode in the later part of this period (starting with the establishment of the caliphate) other troops can be added in, representing absorbed people's. This includes horse archers among other things, and even extends to elephants.

One of the more interesting enemies of the Arab Conquest, of course, is the Sassanid Persians.  This fantastic army will be described in a later article on the Arab Conquest.

Board wargames about this period are rare, and I am only aware of a few. There was a Canadian Papercut games.  More recently, there was, in Freng from Griffon Games, a good looking design called Au Nom d'ALLAH that covers the expansion period from 632-732 AD.  Finally, and this is the one most accessible I think (from the preview material), is the title Apocalypse in the East  from Against the Odds magazine, to be published in 2017. It is about the ten year struggle between the first Caliphate and the Byzantines. Victory Point Games is working up an excellent solitaire, called The First Jihad which should be published soon.
Simulations game back in the early 1980s called Jihad, but I don't think it has a following any longer. More recently, three titles come to mind. There was a game in 2007 called Caliphate, that was never quite finished, but is available as a free print and play download from 

Byzantium
As the surviving successor to Rome, the empire in the east begins this period with an army very much in the tradition of the old Legion system of the Western army.  However, starting under Justinian, and coming full circle under Maurice, the army transforms into something different - the Byzantine army, which is very much more reliant on cavalry.  This will last throughout the period covered by this article, but will eventually give way to the feudal Thematic system (still cavalry dominant, but structured and supplied very differently).

A nice overview and description of the army under Maurice (the Maurikian Byzantine Army) is provided on this DBA page - it talks about DBA army elements for this army, but also gives a nice short history about the various components.  Some very interesting fighting by the Byzantines, in this period, takes place in the Balkan peninsula, as well as else where, and against some of the other armies described in this article.  Other enemies for the Byzantines exist as well.


Options for boardgame Wargamers might include a number of titles, such as Justinian from GMT or Byzantium from Martin Wallace. There are some other traditional wargames that touch on Byzantine warfare, but I'll mention them in a later article, as they cover later Byzantine history.  In addition to board wargames, there are even a number of other strategy games in this theme, that may or may not warrant the name "wargame".  Some examples might be Justinian from Mayfair (a Byzantine politics game) or Constantinopolis (Trade in Byzantium in the 7th century).


That is my start for this topic, but I think I will develop some information about army lists, and tactics, and possible scenarios/campaigns for each of these separately.  Each of these three focus areas has lots of great personalities, will have strong links to the previous and the succeeding historical periods (and armies), and present loads of interesting wargaming possibilities.

Note: Since writing this article, I started on a series of articles talking about wargaming the Barbarian Kingdoms.  Here they are, so far:
Ostrogoths
Visigoths
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A Rebellion in the Colonies

My recent cataloging efforts revealed to me that it would be nice to know a little about what I have in each collection, in terms of numbers and composition.  And since my 15mm AWI collection is strewn across my work area, in a variety of trays and boxes, due to the recent rebasing operation, I thought it would be a nice place to start.  So here are the totals (below).  

 

All infantry are based on 40mm wide bases, with three figures per frontage. 
Cavalry are on 30mm wide bases, with two figures each.  
Artillery are on 40mm square stands, with 4 crew each (fewer crew for my two grasshopper gun models).  
Generals are on 40mm squares with three mounted officers.
Brigadiers are on 30mm squares with two mounted officers each.
Division Officers are on 25mm squares with one mounted officer.

American (Rebellion) Forces
Infantry 1092 figures
Cavalry 34 figures
Guns 12 guns and crew
Officers 38 officer figures

French Battalions
Infantry 132 figures

Natives (Indians) 
Infantry 78 figures

British Forces
Infantry 627 figures
Cavalry 30 figures
Guns 8 guns and crew
Officers 27 officer figures

Hessians/Germans
Infantry 249 figures

These, of course, are all divided into units, with unit command figures, including officers, colors, and musicians.  

Americans include Continental Army, Colonial Militia, and Minutemen.
British include regulars and Tories (Loyalists).

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Taking Stock - 15mm Collections pt. 5 - Napoleonic

My first Napoleonic figures, from many years ago, were TTG 15mm Prussians, which were quickly rounded out by innumerable Minifigs.  Alas those figures are long gone, the product of a good many army trades, swaps, re-trades, failed repatriation, exile, and political captivity. But these days I have a fairly decent sized accumulation of Napoleonic figures.  If ever there was a collection in need of a good figure by figure survey, this is it. I have grown this period by leaps and bounds over the years, and have not done a good inventory of it all together.

I will add in comments after a good visual inspection, but for now, this is basically a good high level inventory.

Napoleonic Figures
Peninsular War British
French
Later Prussian
Italians
Russians

I don't think I'd like to add to this collection, much, as I don't ever see myself modeling a Turkish or Austrian force.  But maybe I might fill in some gaps, especially in the French order of battle.

This series includes
Part 5 - Napoleonics (this article)
Part 6 - 19th Century

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A Help for Maintaining Pace in an RPG Adventure

In a conversation with some game masters (GMs), we got into a discussion about some of the issues we have faced over the years. Most of the issues GMs face with in their groups are temporary ones based on the mood of the players and how people are responding to the events in their daily lives. There isn't much we can do as a GM about those issues, but provide a good game. There are different elements in a good game and part of that is the pacing of the adventure.

Every good story, game, movie, book, has good pacing—how well the story moves along from beginning to end. In the more traditional tabletop games this is done with the mechanics of the game, and some of the same basics apply to Role-playing games (RPGs). However, because RPGs are designed to give players a wider range of options the pacing of the game becomes more about the application of the mechanics and not just the mechanics being used.

Application of game mechanics is a balance between player and character wants. There is a balance needing to be struck between what the characters know, understand, and would consider acceptable, against those the players have. Players have another level of knowledge based on the mechanics the characters are playing under.

Players are not always trying to metagame or manipulate the game mechanics for their advantage, even though we have all met those players who will squeeze the rules (I believe this is the main reason rulebooks keep getting thicker). Everyone has a natural disposition to look at the situation they are in and try to make it better. The GM then has the responsibility to allow a level of manipulation without overtaking the game completely.

Curtailing some of the manipulation of the mechanics helps the game's pacing. This allows players, and thus characters, to move from the mundane events to the action-packed ones.

This doesn't require creating a new mechanics on top of your game system. And, the idea I have for you doesn't have to be applied every time. You can apply it in a general sense and then allow the circumstances in the game to direct you easily to the times you find you shouldn't apply it.

Create situational responses that allow a single check for the group.

From Spreadshirt
For example, the party is carefully making their way through the pirate's castle on the alien world to rescue the young son of the merchant prince. The long empty hall has couple dozen closed doors. The first party member steps up to the first door and declares they listen at the door to determine if there is anyone on the other side. They don't hear anything, so they step aside and the next member repeats the action. Because the second party member doesn't hear anything either, they step aside for the next member of the party. And, this continues until somebody in the party hears something, or everyone has pressed their ear near the crack of the door. Then, they move on to the next door.

This level of action becomes tedious.

Creating a situational response before the adventure begins can allow this encounter with the doors to move quickly. The players decide which character is best for listening at doors and how the rest of the party is acting during that encounter with the closed door. Everyone understands the character who has the best chance of hearing something is listening for the entire group—if they don't hear something, no one else will either.

When the party enters the hallway with this pre-planned setup the GM can have already determined at which point the "party" hears something. This allows the story to move past the mundane action and get the party to exploring the rooms, or moving down the hall, quicker and easier.

This concept of group rolls can be applied to other actions. If you find there are times where your game slows down because everyone is taking the same action to confirm a result, hold a quick chat with the players and see if that would be a good situation to apply a single roll for the group.

One of the GMs in our discussion says he allows a bonus to the party for doing these types of rolls. This gives the party an additional reason to go with a single roll. Another GM told how he applies this same idea on his own. Whatever the result of the first character attempting to do something is, it becomes the result for the rest of the party. I think that might be a little extreme for my group. However, I must admit I can see where in the past if I had taken this action, it would have been a good thing.

There are times when the group roll doesn't work. Those times are usually obvious during play. We also allow players to repeat the action if they can give a good, in-character, reason for doing so.

In preparing adventures I can use this setup to create a much faster paced game. For checks that are made by the GM, instead of waiting until the time of the action I can have predetermined some of the information the party has gained. When I have done this it has worked well and allows for a more during a game session.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

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Taking Stock - 15mm Collections pt. 4 - Eighteenth Century

With the recent completion of my AWI collection, that brings my current stable of 18th century sets to exactly two - as below. I at one time had some Seven Years War figures, and recently parted with a large collection of painted Marlburian figures, but these days it is only the two below.

 
Eighteenth Century
French and Indian War
Size: Not too large, maybe 250-300 figures, total. But this is for a skirmish game.
Condition: Painted and individually based.
Notes:  These were acquired from someone who organized them for The Sword and the Flame, so twenty man units. There are regulars for both sides, as well as some irregular infantry (coureur de bois, and rangers) as well as some Indian units

American War for Independence 
Size:  Nice collection, probably around two thousand figures or so. Almost all factions represented, except some odd Spanish (really only present in some far southern engagements). But the main actors are here - British, Tories, Continentals, States Militia, Patriots/Minutemen, Hessians, French, Indians.  Infantry, cavalry, guns, officers.
Condition:  All painted, recently undergone mass rebasing (two month project). Bases in many cases not flocked.
Notes:  Played with these under Black Powder at a Thanksgiving Day game in 2015, have only done some small solo Neil Thomas scaled stuff since then.  Eager to play Konigskrieg, British Grenadier, or more Black Powder.

Some details on the AWI collection can be found here.

What else would I like to do for this period in 15mm?  The Jacobite Rising of 1745?   French Revolution (1789-1799)?  Vendee Revolt (1793-1796)?  Not sure.

This series includes
Part 4 - 18th Century (this article)
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Taking Stock - 15mm Collections pt. 3 - Renaissance

This is part three of my 15mm cataloging effort. This time, my Renaissance armies, to cover the late 15th through the mid 17th centuries.

 
Renaissance 15th - 17th centuries
Italian City States
Size: Enough to do two large armies.
Condition: Painted, based and recently played.
Notes: I can cover any two of the Italian states from the wars of the 1490s through the mid sixteenth century. This includes the armies needed to run a campaign based on the old Avalon Hill game Machiavelli.

Imperialist or French
Size: Plenty for an HRE or French Catholic army.
Condition: Painted, based, ready for subjugating small Italian republics and Heugenots.
Notes: I could use some more lighter cavalry and a few more artillery pieces, but a very nice large army as it is. Lots of Landsknechts. Enough options to cover either an Imperial or a French army.

Swiss
Size: Lots of pike and halberd. Big enough to take on any of the other 15th or 16th century armies. A few Knights, some shot units.
Condition: Painted, based. Looking for employers.
Notes: Brutally effective in most rules, but not a lot of diversity in the army.

Spanish
Size: Big army. Might be a match for two other armies, certainly big enough for a large multiplayer game.
Condition: painted, based, ready to play, mostly. Some stands need flocking, some cavalry needs rebasing.
Notes: Ready for Italy or the Low Countries. Could use some more lighter troops.

Dutch or Huegenots
Size: Big enough to fight a scaled back Spanish or French army. Ritters, gendarmes, pike, shot, and could borrow landsknechts.
Condition: Painted and ready to earn either religious liberty or a sack full of guilders.
Notes: A nice 80 Years War campaign is beckoning.  This set could cover either army, either Dutch Protestants or French Protestants.

Polish
Size: These are 16th and 17th century Poles. Not a large set, but several units of lovely winged hussars, cossacks and haiduk infantry.  With German mercenaries, could fight an Imperialist (16th century) or Swedish (17th century) army.
Condition: Painted, needs rebasing.
Notes: This set makes me want to consider Muscovites. An early campaign against Gustavus Adolphus might be fun, also.

English Civil War
Size: Two armies, with some generic, and some specific troops present. Moderate size, as is, but with either more painting, or judicious borrowing from the TYW set, could put on a large battle.
Condition: Most is painted and based. See TYW section for those troops. Artillery needs work, and some infantry needs painting, but plenty playable as is.
Notes: one of my favorite periods, some of my troops go back to the 1980s.

Thirty Years War
Size: very large collection with several battalia each for all the main participants (Imperial, Swedes, Bohemians, Bavarians, Saxons, French, Dutch, Spaniards) plus cavalry, guns, commanders, etc.
Condition: All painted nicely.  Ready to play as is, but would like to do a complete rebasing to MDFstands.
Notes: Again, this begs a multiplayer campaign.

Japanese/Samurai
Size: Two large armies. All elements including monks, foreigners, etc.
Condition: All painted. Rebasing is desired, but could be played.
Notes: Many different factions and clans are represented, could easily become a campaign.


Joseon Korean
Size: Large army, intended as a foe for the Japanese.
Condition: Painted, needs organization and basing.
Notes: I would like to build some turtle ships...

Ming Chinese
Size: Large army. Collection may also include separate Mongol horde, but needs to be sorted.
Condition: Unsorted, unpainted. 
Notes: if I ever pursue this project, I may get the Mings professionally painted.

This series includes
Part 3 - Renaissance (this article)
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Taking Stock - 15mm Collections pt. 2 - Medievals

This list covers my medieval armies, and a number of early medieval, or dark ages armies.
 

Medievals
Saxons
Size: Large collection, enough for two large armies, with some borrowed figures maybe from the Vikings. I have options and leaders to do early Pagan Saxons, and later Christian Anglo-Saxons.
Condition: painted and ready to play. My only regret is my Saxon fyrd are mounted 3 to a stand.
Notes: A nice large collection. Makes me wish I had later Imperial Romans (or Byzantines, or Post-Roman British), to use these guys as fifth and sixth century threats against the remainders of the Empire.  Still, plenty of foes in my collection.

Irish
Size: I have two distinct medieval Irish collections. One is a medium/large early Dark Ages focus, even including hound handlers and some chariots for those who believed the Irish still used them for leaders.  The other is later, but a smaller collection, and could be a foe for Normans in Ireland.
Condition: Painted, based, ready to play.
Notes: Personally, I like the Chariots. Also, stands with Druids, and some with Christian priests. 

Welsh
Size: Again, two sets. Dark ages Welsh in a sizable collection (enough for a large army), and later Welsh as 13th/14th century foes for England.
Condition: Painted and ready to play. The later army, if it goes for a longbow heavy variant, has to borrow archers from my Hundred Years War English, but plenty to go around.
Notes: Two nice foes for my other English based armies. I'd like to add some flavorful command stands with Dragon banners.

Normans/Franks
Size: plenty of figures and options for a large army. 
Condition: Painted, based, very playable.
Notes: Cavalry have the distinctive Norman shield, as do some infantry. Plenty of other infantry to use in a Frankish option.

Vikings
Size: A vast collection of sea wolves. Easily enough for two large armies.
Condition: Painted, based, bloodied in battle.
Notes: Lots of options here, included mounted Viking infantry. I have some unpainted Long Ships, but I wish I had more.

Carolingians
Size: A large collection,me ought for a big army, although cavalry has to be borrowed from other Early Medieval forces (such as the Norman army).
Condition: Painted, based, and ready o play. I'd like to get and paint some actual continental cavalry from the 8th century. 
Notes: This makes a nice replacement for the Normans, to have a more balanced army against other early medieval infantry armies.  Can fight a Moslem army judicially selected from the units of my Crusades collection.

Crusades
Size: Two large armies with many options, one is Christian and one is Moslem. Can definitely cover first and third crusades, as well as other battles of the same period.
Condition:  Painted (beautifully) and based, ready to go. 
Notes: My largest regret here is that I don't have more Moslem figures, and that I don't have more theater specific terrain.

Baron's Wars
Size: Enough units to do two moderate/large armies.
Condition: All painted, all based. Ready to go.
Notes: These are "generic" medieval figures for battles in the 12th and 13th century. Some overlap with HYW collection. Could use some more lighter troops.

Swiss
Size: A moderate sized army, if the keils are all halberd armed. Could be quite large if pike blocks are borrowed from my Renaissance Swiss.
Condition:  All painted and ready to play. Some infantry could stand to be rebased.
Notes: A solid foe for other medieval armies here, or could represent mercenary units.

Hundred Years War
Size: Two very large armies, one French and one English. 
Condition: All painted, 90% based properly, ready for St Crispin's Day.
Notes: There are some elements I would like to add, especially like lighter cavalry (sergeants, hobilars, jinetes) and maybe some more foot such as peasants/villeins and crossbow.  I probably have too many knights if such a thing is feasible.

Scots
Size: A moderate sized collection of specifically Scottish units (schiltrons mostly, and some Scottish knights) but could be padded with other figures.  Easily could field a large army.
Condition:  All painted, about half need rebasing.
Notes: The long spear units look good, but need some organizing. Otherwise, another nice group to provide mercenaries/allies for other armies, or could be padded to stand on its own.

Picts
Size: Moderate size, but could easily be padded out with other similar Dark Ages figures.
Condition: All painted, all based, ready to take on a variety of enemies.
Notes: Another in my assortment of dark age armies, these are a precursor to the above Scottish army, from a few hundred years earlier. Not a lot to distinguish it from say the early Welsh or Irish - spearman, light horse, heavier infantry, slingers and archers.

This series includes
Part 2 - Medievals  (this article)
Part 5 - Napoleonics
Part 6 - 19th Century
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Taking Stock - 15mm Collections pt. 1 - Ancients

I have several articles and themes in progress these days here at Gaming with Chuck - more reviews of older rule sets, more on dark age wargaming, finishing up Lord of the Manor, converting LotM to Lion Rampant, etc. However, I have decided that starting this summer, I want to start (or, return to) hosting war games.  I have been out of the practice of doing that since moving away from ODMS back in 2012.  However,  that is about to change. There has been talk of a revised ODMS, even if it means games at members' houses, and maybe not on a weekly schedule.  So, as I always like putting on a war game for my friends, I thought I would take stock of what armies I have these days, and what shape they are in.

 
Starting with my 15mm ancients collections.

Ancients
Macedonian/Successor
Size: Plenty of figures and options for at least two large armies (Might of Arms sized, for example).
Condition: All painted, all playable. I'd like to standardize the basing (MDF, balsa, matte board, etc)
Notes: Covers all armies from Phillip II to the end of the successor states.

Persian
Size: Plenty of figures for a large army.
Condition: All painted. Needs basing and reorganization.
Notes: Designed to fight the Macedonians, could be used for later Eastern foes of Romans, etc, maybe with some extra units.

Romans - Republic through Middle Imperial
Size: This is really at least two different periods/armies but each has at least enough for two armies. Lots of Romans.
Condition: All painted, mostly playable. Some rebasing might help in some instances, especially to standardize bases.
Notes: These have seen lots of action over the years, still good, especially with occasional reinforcements added in.

Barbarians - Galatians, Gauls, Britons, Germans, etc
Size: Easily enough for two large armies. Could do a double army matchup against Romans or Macedonians.
Condition: Germans need more painting.  Some basing and organization, and touch up of some shield designs on older shields wouldn't hurt.
Notes: With some additional units could expand to Illyrians and others. Some of my oldest figures. Split between dense infantry (4 figure bases) and loose density (3 figure bases) as well as equipment difference is chief split of Germans.  Need more specific German units to be painted.

Carthaginians - Early and Late
Size: Enough for a large army, either way.  Some allied figures, i.e. Spanish, could be the basis for their own army.
Condition: Painted.  Need organization and basing.
Notes: Could be a really nice multiplayer matchup v. Romans, as intended.

New Kingdom Egyptians
Size: Older WRG 1200 point army. A moderate sized Men At Arms army.
Condition: Unpainted. Asgard figures from Viking Forge.
Notes: I always wanted to do Biblical period, but never got this project off the ground.

Assorted
Size: Mostly smaller DBA sized dabbling a in a variety of armies not covered above.
Condition: Most painted and playable. Some unpainted. Everything in between.
Notes: bits and bobs collected over the years, plus the leftovers from equipping multiple DBA tournaments.

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