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Saturday, April 16, 2011
Chicka Zulu!
(Gnome Wars) Battle of Tanga #2 - Leuwan's Holding Attack
November 3, 1914, 0500, northern slope of Longido Mountain
The Swiss are spread out against a vast no-man's land
Order of Battle Germans: Steve and myself again Orders: Force the Swiss off the slopes (any elevated terrain) 1 unit (Green Germans) 1 unit (Grey Germans) 1 Light Machine Gun German Variable Attachments (d20): Swiss: commanded by Nichols and Scott again Orders: occupy the three German trenches 1 unit (Red Hats) 1 unit (Swiss Engineers) 1 unit (Swiss Rangers) 1 unit of Sikhs (following the poor morale rules from part #0) Variable attachments: SPECIAL RULE: The rock walls on various levels were impassable areas of terrain. They blocked line of sight for any unit not in direct contact with it. Troops could occupy the area below them represented by the loose stones and be considered in heavy cover. However, the units firing out of that area did so at a -2 penalty. Turns 1-3: The German right flank was held by the Grey Germans in a trench that was 24" closer than the other fortifications. However, the Swiss' meandering in the heavy brush negated the opportunity to concentrate their forces on that flank. The German heavy mortar arrived at the last second to support the units and hellfire rained down upon the Swiss, causing significant damage to the Engineers and the densely-packed Sikhs. Just as German rifle fire began to wittle the edges of each unit, a loud angry cheer could be heard from behind the Swiss. With the artillery lost in the brush, a group of Irish, orginally hired as laborers, had been organized to bludgeon the Germans for fun and a healthy bonus. Turns 4-7: The Swiss units, save the Red Hats, charged hard towards the trenches. The Red Hats decided that the best course of action was to fire their blunderbusses at the Germans, halving their movement through the open area. When the Germans had their chance, the return volley created many wounded, but not enough to overwhelm the competent St. Bernard medic! Panic then spread along the German center, as it was discovered that the German light machine gun was already out of ammo! The lack of oppressive firepower from the center of the battlefield renewed the Swiss spirit as the gnomes pressed forward: The Swiss Rangers reach the trench, the Irish right on their heels. The Rangers tried to flank the German trench with limited success. The Red Hats' recovery seemed to force the Green Germans out of their cozy trench to deal with them, but rather, the riflemen forced their attentions on oblitering the remaining Engineers. Heavy mortar fire throughout the game had made the engineers paper-thin, so a few well-placed shots forced them to rout off the board. Turns 8-11: The valiant Swiss assualt had stalled on most of the board. The Red Hats and Green Germans were trading shots under heavy cover, with little effect. The Sikhs, the only threat to the German center failed a mandatory morale check and routed, even though the member of the machine gun team had yet to make it back with the replacement ammo. The German right flank then became a house of horrors. The Swiss Rangers finally made it to the Grey German trench, and the Ranger NCO was raring for a fight. the Ranger NCO slew three Germans in hand-to-hand before they even knew he was in the trench! Sergeant Schnitzel, the German Non-Com lead a brilliant counter-attack, shooting two Swiss and pistol whipping another before taking a cowardly pick-axe in the back. With only a freshly commissioned lieutenat to lead the remaining Greys, not even the arrival of some German peasant infantry from the Greens could hold off the devastating onslaught of the Irish. Per the orders for each side, scenario #2 was a considered a draw, however in points it was a solid German 35-23 victory. The Swiss wisely called retreat before things got worse point-wise, while most of the Swiss points came from the the savagery in the trench that annihilated the Grey Germans to a man. Both sides were very happy with their variable attachments. Two perfect shots by the mortar when it needed a 6 to hit on the first two rounds started the inevitable collapse of the Engineers and Sikhs. The Irish were just what the Swiss needed to take the trench and rattle the Germans (as if the machine gun being out of ammo wasn't bad enough). In the campaign, winning this scenario gives that side some crucial advantages to reinforcements in the final three scenarios. Alas, I play in a group that is fortunate enough to play a lot a draws in their games. Great for self-esteem, horrible for campaign games. Historically, it was Major Laverton who commanded the British holding attack, but I figured a less-British name was required for the Swiss. The British failed to take the German positions and completely withdrew back to their base camp. The staunch German defenders were actually only 45 askaris with two machine guns who never played a role in reinforcing the main attack. Current campaign score for Longido Mountain: Germans 59, Swiss 54. The Red Hats are gunned down, but the Sikhs keep charging forward
One of the machine gun team members runs back for more ammo!
The Irish killed the Germans to a man and took the trench. With ammo finally arriving at the light machine gun, a heavy mortar waiting to acquire a new target, and the Green German rifles ready to counter-attack, Major Leuwen wisely gave the command to fall back, keeping the Germans engaged long enough to prevent their use as reinforcements during the main attack.
Thursday, April 14, 2011
Oh where oh where will Historicon go?
Don't fret, people, the write-up for Tanga scenario #2 is in the works. I just don't have time to fight with Bloggers wonky formatting. So instead, here's a quick rant.
With the Baltimore fiasco largely behing us, the elections for HMGS underway, and most people going to Historicon reserving rooms, submitting games, etc, the next Chicken Little moment is "Where will Historicon be held in 2012?"
Recently, the courts rejected appeals against a casino license for the Valley Forge Convention Center, site for Historicons '10 and '11. The VFCC has been awarded a licenese for 500 slots and roughly 50 table games. The Chicken Littles are worried that (a) we won't have sufficient space for the convention, (b) the casino will price the convention site out of the HMGS, and (c) where else can we go?
For starters, (a) 500 slots and 50 table games doesn't take up a large amount of space, even with added restaurants and facilities. The convention space will still be there, with room to grow unless they run Flames of War, Games Workshop, and Magic tournaments simultaneously.
(b) While I'm not naive to the idea that the investors who obtained the license ultimately want to expand the casino, this does take awhile, and I can't imagine how many more organizations they will attract with slots, outside the perinnial favorites of the Rod and Gun and Toy Soldier shows. And eliminating the convention center outright would negate the argument that the VFCC is a "resort destination" as per their application.
Now (c) provides a tricky situation. To find a site bigger than the Host, without too many added expenses is tough. The Baltimore Convention Center is now out of the question, but it was a nice end result of a ten-year growth plan. It exceed our current needs. New Jersey? Lots of union sites, which would add even more expenses onto the dealers who defray a good chuck of the site expenses to begin with. The two sites with the biggest appeal on TMP are Hampton Roads and the Fredricksburg Convention Center, both in Virginia.
I am sorry to my fellow wargamers who do make the trek past the Mason-Dixon line each time they go to a convention, but there is no way in Hell that I'm driving 5+ hours south, in the middle of Summer, to push lead across a table. I admit that I'm in a convienient location, roughly two hours north of Lancaster. It's great for a day trip or a full weekend, just far away enough to forget about family issues, just close enough to rush back if something happens.
Five hours plus? I'd rather spend that time visiting friends in western PA, family in Vermont, or better yet, make if seven plus and I'll go to Origins in Columbus, Ohio! People were worried about a loss in attendence from the northern states with the move to Baltimore, let's just slap and extra two hour drive on that, and let's see if the Southern Gentlemen make up for the yankees unwilling to add two "driving days" to their weekend.
On a more positive note, my wife asked me about my conventions for the Fall. It looks as if we should be open for Mepacon on November 11-13, and Fall-in! on October 28-30. In fact, the Missus wants to go down to Lancaster, with children, as her birthday present. That means I get gaming Friday and Saturday, and we'll drive back Sunday morning. Not as awesome as a full week in Lancaster during July could be, Dutch Wonderland, the Amish, and lots of museums, followed by a con, but I could always rent a local hotel's conference room for a few semi-private games.
Monday, April 11, 2011
(Gnome Wars) Battle of Tanga #1 - Assault on the Wells
1 Full Squad (Purple Germans, they have no medic)
1 Partial Squad (Grey Germans)
1 Partial Squad (Green Germans, ditto)
1 Light Machine Gun
10-15:Teddy Bear Askari Unit
16-19 Remainder of the Green Germans
20: Remainder of Grey Germans as part of initial deployment and 1 additonal roll
Orders: Occupy the second and/or third tier of elevation at the end of the scenario.
1 unit "Red Hats"
1 unit "Swiss Engineers"
1 unit "Swiss Rangers"
12-15: 2 Swiss rifles from any unit may start the game hidden on the second tier of elevation
16-20: "Santa Effect" On turn eight, four figs from any one unit return to play and deploy at the edge of the Swiss tree line.
Sunday, April 10, 2011
(Gnome Wars) Battle of Tanga #0 Prologue
Saturday, April 9, 2011
(Gnome Wars) Tanga Prep
Between being a full-time dad and, well, being a full-time dad, I'm absolutely amazed at what I actually managed to accomplish in the past two weeks. The terrain boards are adequate, although I did have to snag up some extra insulation for the elevation of the mountainside. Trenches and hills need a little paint to finish them off. Painting figs, outside of the previously shown Highlander, has been base coats, and if I can can the Sikhs and teddy bears done (yes, teddy bears) with a base coat, I'll be escatic. I will be very glad if I afterwards, I can get around to touching up the Red Swiss, finishing the Engineers, and completing the Swiss Rangers before April for Historicon. Then I can focus on building!
The toughest part hasn't been the painting. Heck, my players would be happy to play with unpainted lead. The toughest part has been going through the campaign book and balancing out the sides with the figures available. There are no "squads" of 8 soldiers in Gnome Wars, just 320 pt units, and with healing rules the way they are, a few lucky rolls and a squad of gnomes could charge up the hill after being decimated a few times over and just revived by a St. Bernard. I'll take my chances with larger units and few medics. If I do want to do squad action, I am picking the figs from Brigade anyway.
Each player will be getting their unit's sheet, heavy weapons, if applicable, and a sheet of campaign rules. Basically the short version:
*Melee will be two rounds, not to completion.
*Swiss alphorn rolls will be enforced. Tunneling is NOT permitted. up or downhill
*Sikhs have poor morale and is reflected on there weakened stats.
*Machine Guns have a roll for both jams and ammo
*Teddy Bear Askaris are somewhere halfway between the regular Sikh stats and the weakened Sikhs in the campaign. They have reduced range (24" max), but they are monsters if they can charge at least 7" into melee.
I have some terrain painting to do Saturday, a lot of cleaning in the garage, and maybe I'll get to another couple figs. I can't wait to see if the Swiss are better than the British were in the engagement.