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| British Fleet Crossing the Cannel |
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| The Two Fleets First Approaching. Seen from Behind the French Position Sailing over Caen. |
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| British Fleet Crossing the Cannel |
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| The Two Fleets First Approaching. Seen from Behind the French Position Sailing over Caen. |
This weeks Wednesday's we played a learning game of Sword and Spear Ancients and Medieval rules. This matched the Imperial Romans against the Celts. The rules threw a lot of new concepts at the group, and it took a bit of time for us to catch on. First is the Activation Systems that uses player specific colored dice randomly drawn in batches. In our case this was 11 dice at a time with 36 dice available. The side that gets the most dice in a draw has the initiative during the phase and goes first. Dice are then rolled and assigned to individual units to activate. Dice rolls too low to work, typically 1s and 2s are discard and 6s give a benefit to movement, or to combat, with the option being up to the player at the time of use. Units are then moved from lowest value up, so 3s, followed by 4, etc., initiative players first. Combat, be it shooting or close combat is resolved immediately. A unit in close combat without an activation die forfeits its activation options and receives an undrawn die from the bag to note this. There are plenty of details I left out, but this was a real key to game play.
The second concept was all combat is using opposing die rolls. You create a die pool from your base combat ability, any movement and terrain effects, and any skills that the unit's possess. These are rolled and match up in descending order. Any unequal dice are match to a virtual 2 that can cause no damage to the opponent but can prevent damage to the shortfall side. An equal roll is no effect. A higher roll causes a check to see if it caused damage, this is typically a 4+ save, A roll that is double or better automatically causes damage. There are a number of skills that can modify dice rolls and effects, but this is the basics.
Once we got the hang of how all this worked the game moved along at a fairly quick pace. The final outcome was a draw, and everyone seemed to have a good time. I am sure these rules will be played again in the near future. I was rather involved in the learning process, so I nearly forgot to take pictures. Here are the few I did take.
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| The Game in Action About Mid Battle. Celts on the Left, Romans on the Right. The Blue Dice You See are the Activation Dice for that Contingent of Romans. |
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| My Celtic Cavalry Pouring in on the Roman Rear. Entering the Table was as Far as I got Before Real-World Issues Required me to Leave. |
This Wednesday we played the battle of Newport 1778 using the Live Free or Die rules. This is a wonderfully simple game of the American War of Independence from Little Wars TV folks and based on the Andy Callan's Loose Files and American Scramble back from 1987 Wargames Illustrated #1. If you have not seen them the rules are only four pages long but offer an amazing amount of decision making.
The American Continentals were making a joint attack with their new allies the French on the main British naval base at Newport Rhode Island. The French intended to land four thousand troops from their navy, but when the British Fleet arrived, they sailed away. Without these troops the Americans did not have sufficient strength to continue the siege, so needed to withdraw. The battle pits the American Continentals rear guard against a combined force of British and Hessian troops attacking them to cut off the retreat. The British goal is to control both hills, while the Americans goal is to prevent this until games end on turn ten. The British are aided by both reinforcements and a naval bombardment that lasts for a few turns about midway in the game.
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| The First Assault on the American Left Occurred Early in the Game with Two Line Units of British Regulars. On Both Flanks American Continentals are Pouring Fire into the British Support Troops. |
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| While on the Other Side of the Battlefield American Forces on the Right Flank Hold the Key Hill. British Fire has Been Effective at Pushing the Continentals Back. |
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| On the Right Flank the Americans have Counterattacked to Retake the Hill. Their Center has Been Very Weakened with only a Two Stand Unit Holding On. |
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| Americans and British both Begin to Pour Fire into Their Opponents. The British have Launched Another Bayonet Charge into the Tiny American Unit Holding the Center. |
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| Through Firepower and Audacity, the Americans on the Right Have Again Driven the British Back Off the Hill. |
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| On the Left Late in the Day the Americans Begin a Slow Withdraw. To Keep the British in Check here the Forth Massachusetts has Crossed the Steam and Begins to Laydown Fire into the British Flanks. |
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| On the Right the British have Advanced with Fresh Troops to Again try to Capture the Hill Away from the Staunch American Defenders. |
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| Once Again the British have Nearly Taken the Right Flank Hill. It is not Without Cost as Yet Another Hessian unit is Routed. |
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| At Days End the American Redoubt on the Hill is not Under Threat. The British have given it Their All, but Where Never able to Successfully Budge the Tenacious American Defender on the Left. |
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| On the Right What remains of the Hessians is Only Able to Contest Control of the Hill. They are in no Fit State to Continue the Attack with Most Units Either Near Destruction, or Routing Away. |
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| Dutch Fleet Moving into Combat Range. |
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| The Japanese have not Gotten Away Unscathed. The Lead Cruiser Has Taken Some Serious Damage and They Have Already Lost a Number of Destroyers, Including One to Their Own Fleets Torpedoes. |
In this scenario the Coftyran Crymuster, the boys in blue, engaged in a fight against the Tolkis Crusaders, the lads in green, to capture and hold as much of the town as possible. Both sides approached from the opposite sides of town, Crusaders from the East, Crymuster from the West. The Crusaders goal was to capture as much of the town as possible, while the Crymuster are similarly instructed to do the same, but focus their main efforts on taking the High Ground represented by the blue domed buildings.
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| Crusaders Quickly Take Control of the First Block on the East and Begin to Infiltrate the Center of the Second Block. The Blue Tokens Indicate Crusader Controlled Buildings. |
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| Crusaders Rush Across the Main Street and Lob a Grenade into the Well Defended Crymuster Balcony Wounding Some and Causing a lot of Confusion to Their Enemy. |
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| At Battles End the Crymuster has Dirven Back most of the Crusader Forces, except in the Key Central Domed Building. |
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| Crusader Forces Hanging on to Their Left Flank and Central Positions. The Right has Been Heavily Mauled. |
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| The Appalling State of the Crusader Right Flank. At the Start of the Following Turn All the Troops in the Near Building Will Need to Fall Back. Most are Carrying Wounds. |
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| The Crymuster's Right Flank's LMG Section and Infantry Gun That Have Been Battering the Crusaders Mercilessly. |
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| The German Response Was Serious and Devastating. They Knocked Out Four Polish Vehicles. Due to the Terrain, They are Unable to Bring Their Numbers to Bear, Which Prevented Even Further Losses. |
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| The Union 4th Brigade Taking Up Position to Block and Slowdown Two Confederate Brigades. Union Forces are in a Sunken Road Providing Them with Cover. |
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| Union Third Brigade Moving Forward to Cover the Central Position and Backup Forth Brigade. |
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| Sherman's Brigade Moving to Cover the Union Right Flank. |
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| Union Forth Brigade Continues to Take a Pounding and Losses are Piling Up. Their Return Fire is Very Infective at Slowing the Confederates. |
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| Union Third Brigade's Batteries are now All in the Fight as Its Infantry Moves Forward in the Center and to Reinforce the Dwindling Forth Brigade. |
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| On the Union Right Sherman has Blunted the Confederate Advance, but the Confederate Third Brigade is Quickly Advancing Over Undefended and Open Terrain. |
Having played in the last game as the Catholic right wing cavalry commander, this time I was given the job of the Protestant left wing cavalry commander. I needed to come up with a plan to counter what I expected the Catholics to do from the previous battle. How did this go? Read on to find out.
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| In the Center Our Infantry has Stabilized the Line and off screen to the Right has Even Begun to Push Back and Even Destroy Some of the Catholic Supporting Cavalry on This Flank. |
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| In the Center the Protestant Infantry is Desperately Holding on, but Time and Losses have Run Out for the Catholics. A complete Reversal of the Previous Game. |
British Fleet Crossing the Cannel On Wednesday we played a very large game of Leviathans, the flying ship game by Catalyst Game Labs. This m...