Showing posts with label Colonial. Show all posts
Showing posts with label Colonial. Show all posts
Wednesday, August 30, 2017
Foot notes and a brief hiatus....
Despite the horrific dice rolling in the last game, I was very happy with the results. As a way to explore the rules, it was a success and I thought that the gatling did exactly what it was supposed to do. However, I now have to pack everything away for a while because we are moving house. We have been planning on downsizing for a couple of years now and after a brief conversation with relatives, we decided to put the house on the market and see what would happened. In short, within the course of a very busy week, we had sold our old house and purchased a new one with that holy grail for all likely readers of this blog - a dedicated wargaming space.
While the move means no more games until at least the end of October, it near guarantees that I will be able to play more often and post more often. Where my current space requires a lot of faffing around in the garage, the new space will allow me to leave the table set up free from interference from camping trailers or cats.
More to follow
Monday, March 20, 2017
Unexpected Reinforcements
In late October of 2016, a package arrived on my doorstep. It was a cookie tin, the classical war gamer storage container of choice. In that cookie tin was "some colonials you might be able to use with your VSF" an unexpected and very generous gift from one Mad Padre. I had a quick look and with winter temperatures closing in on the Man Cave, I put them away for warmer days. This last week, I took a good look at them.
The pictures below do not do them justice. They are beautifully painted to a standard I will likely never achieve.
Artillery |
Two units of Egyptians |
Pathans with skirmishers |
Highlanders in trews |
British Infantry |
I cannot say enough how nice these figures are. Apart from VSF, they will be used for The Anglo Egyptian war and plans are afoot to acquire more Pathans for the North West Frontier.
Thank you again Michael!
Housekeeping:
6x6 - B-17 is back on the list as I am now flying the Circle A with the 509th out of Italy see 509th (H) B-17 Virtual Bomber Group for details. No Pasaran!After much faffing around the blog appears to be presentable again. One post was gumming up the works so has been removed.
Friday, December 18, 2015
Worth sharing - Pushing Tin's Colonial campaign
If you have any interest in colonials (or VSF), go have a look at Pushing Tin - Campaign Anniversary. Stunning game pictures and excellent fluff, it is reminiscent of the Major General's work - but in 6mm. Inspirational.
Wednesday, November 25, 2015
Adventures in (table) Space - Developing the Space 1889 solo campaign
So a while back, I posted how I was going to wedge Kas'trum into the existing Space 1889 map of Mars. With work quieting down, I have had some more time to develop my thoughts.
Now according to the Soldier's Companion, a unit on foot in good terrain can make one hex or about 10 miles per day. According to canon, from Crocea to the swamps of Gorklimsk is about 200 miles which is far enough to make things interesting for the Imperial side. However this raised the question of where exactly any given encounter will take place in that hex.
To address this, the first question is how much area does my 4x6ish table represent ? After poking around with some complicated math, I re-read SoC which said that 1 foot on table is one Sky Galleons of Mars hex and Sky Galleons is compatible with Ironclads and Ether Flyers, and I&E says that 1 hex = 1 cable or just over 200 yards. so a 4x6 table is 800x1200 yards or .45 x .68 miles so breaking down the 10 mile campaign hex into 1 mile sub-hexes means I can fit 2 tables per mile with lots of wiggle space. So now I have an idea of what level of detail I need to provide before setting up each battle.
As a side effect, I got to thinking about scale. I may have missed it but SoC doesn't say much about ground scale. With the information above we can nail it down. 1 foot = 200 yards so the ground scale is 1:600! Our 25 mm figures are comparatively massive. Or are they? The Soldier's companion makes two things clear: the figure scale is 1:10 and infantry should be based on 3/4" washers (or equivalent). How well does this tie in with ground scale? Three quarters of an inch is 37.5 feet on the table. Divide that by 10 to get space per man and we get 3.75 feet, or just about spot on for arms length dressing. In open order that's 7.5 feet per man - again not too bad for open order. These two figures are a reasonable compromise between Napoleonic and modern practice.
However, it breaks down a bit when we start looking at artillery. Your bog standard BL 12 pounder has a range of 6 feet in game which translates into 1200 yards; much less than the actual maximum range of 5,000 yards. That seems to be a large discrepancy but makes sense in light of direct fire artillery practices of the time and supports the common gamers' desire to get toys on the table. Besides, who has space for a 25 foot table? The Lee-Metford range of 32"is fairly close to ground scale (1600 yards vs 1800 yards actual). This means the guns are a little more vulnerable than they should be, but not by much. Oops made a math error here. 32" on the table translates to 500 yards. This is quite bit under even the historical 800 yard effective range, but not enough to worry me. As a side effect, it makes the artillery a bit more effective. Interestingly, the rifle musket at 12" is bang on for effective range of a Baker rifle and the 8" range for a smooth bore musket is quite a bit more than the 6" one would expect for a Brown Bess. It looks like the Earthers have been nerfed a little and the Martians buffed.
If a wonky ground scale good is enough for Flames of War it's good enough for Soldier's Companion.
So what does all this mean? Despite initial appearances, the ground scale has been well thought out and is accurate but artillery ranges have necessarily been truncated. Some method must be created to figure out where in a 10 mile campaign hex a given encounter occurs but raises the possibility of flanking movements or actions within a hex and large multi-table battles.
I assure you that I find all this math very interesting and not the least bit boring as I expect some of my readers might.
Now according to the Soldier's Companion, a unit on foot in good terrain can make one hex or about 10 miles per day. According to canon, from Crocea to the swamps of Gorklimsk is about 200 miles which is far enough to make things interesting for the Imperial side. However this raised the question of where exactly any given encounter will take place in that hex.
To address this, the first question is how much area does my 4x6ish table represent ? After poking around with some complicated math, I re-read SoC which said that 1 foot on table is one Sky Galleons of Mars hex and Sky Galleons is compatible with Ironclads and Ether Flyers, and I&E says that 1 hex = 1 cable or just over 200 yards. so a 4x6 table is 800x1200 yards or .45 x .68 miles so breaking down the 10 mile campaign hex into 1 mile sub-hexes means I can fit 2 tables per mile with lots of wiggle space. So now I have an idea of what level of detail I need to provide before setting up each battle.
As a side effect, I got to thinking about scale. I may have missed it but SoC doesn't say much about ground scale. With the information above we can nail it down. 1 foot = 200 yards so the ground scale is 1:600! Our 25 mm figures are comparatively massive. Or are they? The Soldier's companion makes two things clear: the figure scale is 1:10 and infantry should be based on 3/4" washers (or equivalent). How well does this tie in with ground scale? Three quarters of an inch is 37.5 feet on the table. Divide that by 10 to get space per man and we get 3.75 feet, or just about spot on for arms length dressing. In open order that's 7.5 feet per man - again not too bad for open order. These two figures are a reasonable compromise between Napoleonic and modern practice.
However, it breaks down a bit when we start looking at artillery. Your bog standard BL 12 pounder has a range of 6 feet in game which translates into 1200 yards; much less than the actual maximum range of 5,000 yards. That seems to be a large discrepancy but makes sense in light of direct fire artillery practices of the time and supports the common gamers' desire to get toys on the table. Besides, who has space for a 25 foot table? The Lee-Metford range of 32"is fairly close to ground scale (1600 yards vs 1800 yards actual). This means the guns are a little more vulnerable than they should be, but not by much. Oops made a math error here. 32" on the table translates to 500 yards. This is quite bit under even the historical 800 yard effective range, but not enough to worry me. As a side effect, it makes the artillery a bit more effective. Interestingly, the rifle musket at 12" is bang on for effective range of a Baker rifle and the 8" range for a smooth bore musket is quite a bit more than the 6" one would expect for a Brown Bess. It looks like the Earthers have been nerfed a little and the Martians buffed.
If a wonky ground scale good is enough for Flames of War it's good enough for Soldier's Companion.
So what does all this mean? Despite initial appearances, the ground scale has been well thought out and is accurate but artillery ranges have necessarily been truncated. Some method must be created to figure out where in a 10 mile campaign hex a given encounter occurs but raises the possibility of flanking movements or actions within a hex and large multi-table battles.
I assure you that I find all this math very interesting and not the least bit boring as I expect some of my readers might.
Saturday, September 28, 2013
RAFM $1 Figure Sale II - How I Think It Works
How the deal works seems a little unclear. Below is what I posted over on TMP - I think I have it right. ;)
My understanding and the way I did my order: A "pack" is a SKU – basically the RAFxxx number. For non-1889 lines that usually means 3 Cav with riders or 6 foot figures.
Space 1889 figure SKUs are per figure. A "pack" then is 6 foot figures of the same SKU or 3 Gashant (remember riders are separate).
I do NOT think it reasonable to expect RAFM to honour the 20 figure SKUs – canal martians, high martians and soldiers of the queen as a "pack".
Ok now we know what a pack is we can move forward. You go to the special sale page and select the package of 4,8,12, or 16 packs that you want. Pay for it through the usual methods. Then you open up your email and create an email stating the name and shipping address you just used in your order. Then you list how many packs of each SKU you want. e.g. RAF1817 x 1 will get you 6 Canal Martian Infantry figures and RAF1817 x 2 will get you 12 Imitation Legionary figures. Send that email to onlineorders at RAFM.com and you are done
I hope that helps. :)
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Friday, September 27, 2013
$1 Figure Sale at RAFM!
RAFM is having a $1 per figure sale on all their historical lines. This
includes the Space 1889 figures - always high on my list but also their
Ancients, ACW, French Indian, Colonial and other lines. Well worth
looking at.
Follow this link for details
Follow this link for details
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Sunday, June 2, 2013
Cangames Day I - Day III
Well this certainly took a lot longer than expected to put up. In brief, I forgot my camera, squirrels attacked the house cutting short my Cangames and then work got very, very busy. Fortunately, Rob of Captain's Blog kindly sent me the photos below a few days after the event.
My game on Day I went very well. Five of six slots were filled and the players seemed to have a good time. As with every event, something important got left behind and that was the camera and of course my fancy new movement bases.
I learned a great deal about running convention games. The play aids went down pretty well. However I did learn that a good percentage of players won't even look at a QRS, I found myself explaining things that I thought were pretty clearly laid out on the sheet. I also found out that players will do the unexpected especially when they are not familiar with the time period.
On the Earth side, the three players had a good understanding of colonial era tactics and deployed and moved accordingly. On the Martian side, this was not the case. I really didn't expect to see hill Martian light cavalry charging in the open against a formed British company (it wasn't pleasant). Later, another player told me he had never heard of an enfiladed line. Again no criticism of the players and a clear sign that keeping things simple is absolutely critical in a convention game. The young lady whose Hill Martians charged the British with disastrous effect later routed a rifle company with her High Martians so player skill was not in question.
Of course, the game brought out a number of sticking points with the rules - or rather my understanding of them. A close re-reading after the fact cleared up some problems we had with opportunity fire - it is there, just not obviously so. My only real complaint was with the initiative system. The Martians won initiative something like 5 times in a row leaving the Terran players twiddling their thumbs until the defensive fire phase. This wouldn't be a big problem in a club game but it really isn't good to have players standing around in a convention game. Card activation by unit is probably a better route.
My game on Day I went very well. Five of six slots were filled and the players seemed to have a good time. As with every event, something important got left behind and that was the camera and of course my fancy new movement bases.
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The Objective - An Ancient Martian Temple |
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Hill Martian light cavalry survivors flank the Earthers after charging formed infantry. |
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Watch the Monkeys..... |
Of course, the game brought out a number of sticking points with the rules - or rather my understanding of them. A close re-reading after the fact cleared up some problems we had with opportunity fire - it is there, just not obviously so. My only real complaint was with the initiative system. The Martians won initiative something like 5 times in a row leaving the Terran players twiddling their thumbs until the defensive fire phase. This wouldn't be a big problem in a club game but it really isn't good to have players standing around in a convention game. Card activation by unit is probably a better route.
A good game for a first time outing and many lessons learned on my part. A big thank-you to all the players.
Day two - Saturday was a slow one with some non-game related frustrations. It began well enough when I found that the naval game I thought had been cancelled had been moved to later time period. I had missed the game last year due to a scheduling conflict and was really looking forward to it this year. I did my shift on the information desk and then the missus came by and we walked home together taking in a street festival along the way. Very pleasant indeed.
I was cooking up some chicken burgers for an early dinner before heading back to the con for the naval game when I saw our attic squirrels were all grown up and ready to be booted out. To keep it short, a mother squirrel had chewed through a roof vent and nested inside. We had been advised to leave her be if possible because if we sealed her out away from her babies she would do a lot of damage getting back in and to put it bluntly, dead squirrel babies in your roof create quite a stink. Having been considerate to momma squirrel we now found she had torn away some of the shingling and of course it was going to rain the following day.
I went back that evening to play in the home brew WWII naval game put on by Chris Evans from Ottawa Miniature Gamers. Buckets of dice fast play but with a good level of detail. One of my Italian destroyers put a full load of torpedoes into a British light cruiser sending it to the bottom. I also learned a lot from Chris on how to run a convention game.
On Sunday, I went in for my volunteer shift as promised. I flipped part of my admission refund into Air Force, Tactics II and Lufwaffe from the gamer's market and headed home to repair the roof. I missed a WW I Naval game and sadly the DBA tournament.The only good side to this was that the damage was much less severe than we thought.
So a great learning experience and some great gaming with good people sadly cut short. I will go back next year - and may be run another game.
On Sunday, I went in for my volunteer shift as promised. I flipped part of my admission refund into Air Force, Tactics II and Lufwaffe from the gamer's market and headed home to repair the roof. I missed a WW I Naval game and sadly the DBA tournament.The only good side to this was that the damage was much less severe than we thought.
So a great learning experience and some great gaming with good people sadly cut short. I will go back next year - and may be run another game.
Rogues Gallery
A very big Thank You to Rob for allowing me permission to use his pictures.
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Hill Martians advance past Shield Gunners |
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The regulars advance supported on their right by stragglers and staff from the Officer's Mess |
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What? Another flipping hedge? Canal Martian infantry tell the ref some area features would go down well in the next battle. |
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Using Earther tech against the invaders! A Whitworth gets ready to fire. |
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Temple Fanatics Charge the thin Red Lin! |
Friday, May 17, 2013
Cangames 2013 Day 1 - preparing for my first convention game.
Last night was volunteer training. I am on service desk this year so more talking and less hot glue. The shifts are long but one gets you a day pass refund and two gets you a full weekend refund and of course you are helping out the local gaming community. This year I will take the refund since that will be my toy money. After watching the kids standing around while the old guys moved table last year, I decided I wasn't able bodied this year and besides - I had final preparations to carry out.
Because tonight's the night. I will be running my first ever convention game. With life revving up at home and work over the last few months, I have not been able to put in as much time or to be honest money as I would have liked into the project. However, as an old mentor said about teaching, the participants will leave with more than they came with.
So some samples:
Yes Bob, they are regulars so get the shaken state. ;) I am calling them European trained Askaris who have gone over to the rebel side. Loyalties can be changed by swapping the rammer figures. A roogie is a small pack hunter. I have decided that the martians will use banners since they have bannermen in their to&e
The only true cavalry unit on the table for this game. I have some Sikhs to paint up for the Earthers.
Not quite my old regiment but close. I left the field craft at 2 because we didn't do so well at Cutknife Hill.
Part of the reason for going with big earth units was to allow for a square formation because: You yellow yellin', yomper - for you broke a British square!
Pictures and full report to follow.
Because tonight's the night. I will be running my first ever convention game. With life revving up at home and work over the last few months, I have not been able to put in as much time or to be honest money as I would have liked into the project. However, as an old mentor said about teaching, the participants will leave with more than they came with.
So some samples:
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Martian artillery |
![]() |
Hill Martian Light Cavalry |
The only true cavalry unit on the table for this game. I have some Sikhs to paint up for the Earthers.
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Colonial Rifles |
Not quite my old regiment but close. I left the field craft at 2 because we didn't do so well at Cutknife Hill.
Part of the reason for going with big earth units was to allow for a square formation because: You yellow yellin', yomper - for you broke a British square!
Pictures and full report to follow.
Monday, May 6, 2013
The Push - Part II
This last weekend was spent finishing up the last of the figures for my game at Cangames
I while back, I had ordered up a pair of Whitworth 12 pounder Rifles to reinforce the Martians. They will count as rod guns but being breech loaders will have an improved rate of fire of 1 and will be able to fire shell. Their back story is that they are American Civil War ex-CSA surplus sold on to the natives by unscrupulous Yankee traders. To support this, I decided to paint them up some what accurately. The included instructions said the carriages were painted "olive" a somewhat vague description. I went on-line and poked around various historical and re-enactor sites then mixed up a batch of something fairly close. The whole process took a bit of time but I felt it was worth it. Later in the day, I was rummaging around in the paints box and came up with a pot of GW Catachan green - an almost identical match for what I had mixed up. Live and learn.
After painting was complete it was into the dip for everyone. I really like the block paint and dip method. It doesn't always do justice to the sculptors' art but then neither does my level of painting skill. What the dip does do is encase every model in a hard wearing shell that is unfortunately glossy. I am cheap so my dip is Future floor polish with a healthy dose of brown paint. To kill that gloss the next step is:
I use Krylon Matte Finish rather than Testors Dullcote mostly because it is what I have. For me, painting is something to get out of the way so I can play the game. For others, painting and basing is central to their enjoyment. This is one of the things I like about the hobby, there are many ways to enjoy it.
Onward to the play aids!
On the Painting Table |
After painting was complete it was into the dip for everyone. I really like the block paint and dip method. It doesn't always do justice to the sculptors' art but then neither does my level of painting skill. What the dip does do is encase every model in a hard wearing shell that is unfortunately glossy. I am cheap so my dip is Future floor polish with a healthy dose of brown paint. To kill that gloss the next step is:
Form up for Dullcote! |
Onward to the play aids!
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Tuesday, April 30, 2013
The Push - Part 1
As mentioned previously, I will be running an 1889 game at Cangames this year. With school work out of the way and things at work calming down a bit, I was able to get going on terrain this past weekend.
Sunday was bright and sunny so construction moved outside. The various bits of plastic greenery were cut down, reconfigured and applied as thatching to the huts to produce the rather fetching trio above. Bits of ceramic fruit and silk flowers were used to add a feminine touch.... not sure why exactly but there you go.
Other bits of greenery were hot glued onto more recycled binder card to produce a series of hedges for the Martians to hide behind.
A final project for the day was to make up a series of broken walls out of recycled Styrofoam scrounged by a friend on garbage day. I used the beaded variety because it was what I had and the beads give a rubble like texture to the breaks. It is not particularly robust so for longer term use I would look for insulation board and possibly even add an MDF base for strength.
Dollar Store Goodies |
An earlier trip to the Dollar Store gave me some of the materials to work with. Woodlands Scenics it isn't but the price can't be beat. One note: try to buy all you need of a certain item in one go - you may never see the exact same item in stock again.
Red Weed |
Plastic plants are always useful. As you can see above, most are made up of smaller sprigs that can be separated out. Be sure to wash all plastics well to remove any mould release agent especially if you will be painting or dry brushing later.
Stacked up ready to go |
My rifles still needed some touch ups and I had purchased some guns to even the odds for the Martians. Saturday was pretty grey wet out so painting was the order of the day.
The bird houses were slated to become a Martian swamp village. Weapon ranges are rather long so the Martians need all the cover they can get. The first step was to give them a good coat of gesso.
Doors |
The next step was to add some doors cut out of recycled three ring binder cover card and cereal boxes.
Garish.... |
The back story material for Space 1889 talks about the Martians ability to fuse sand to create their canals. I thought that the same technology would be used in house construction. Canada is now, or rather was home to a rather ugly form of pottery known as Blue Mountain. I used that as a inspiration for my swamp Martian huts. While Blue Mountain primarily used a subdued dark green, I went with brighter colours. I am going to rationalize this by saying that Space 1889 can quickly devolve into "North West Frontier in Space". I wanted to mix some "strange" into it so that the players know this is not just India on another planet.
Ready to move in. |
Hedges |
Cheap Walls |
Next up will probably be the temple complex. Work is also ongoing on the unit cards and quick reference sheets. When does a hobby turn into more work than your actual work?
Tuesday, January 1, 2013
Into the New Year - Magnetic Movement Trays
Antevaxx' Kraag is on hold until the weather gets warm enough to spray paint outside again.
As is our custom, the holiday season was spent holed up with the family all in our PJs, noshing on good food and just spending time together, thus my lack of the usual seasonal posts.
Santa was good to me this year, dropping into my stocking an assortment of RAFM Space 1889 Martian Infantry, a full company of RAFM Canadian Militia Rifles from their Riel Rebellion line and a Gashant Gatling Train:
240 1/8" rare earth magnets and a drill bit to match. So what possibly could I want with these? Units in the Space 1889 Soldier's Companion Rules can take several different formations such as line, column open order and square. Further, units are made up of up to 20 single based figures each on its own 3/4" washer. Making and moving formations of 20 figures can be a little tiresome. I decided to make things a bit easier.
At the top of this picture are the templates for two sizes of tray - 5 men in closed and open order. The overall size is pre-measured as is the spacing for the holes to take the magnets. Because I based my figures on washers, I had to off set the magnets slightly so they were not under the hole in the washer. Testing on scrap really helped reveal little problems like this and to get the spacing right. The ends of the bases were rounded with the scroll saw to a reasonable profile. I wasn't too worried about aesthetics yet as I will be bevelling the base edges. At the top of the picture is the two part epoxy used to glue the magnets in place. To the right of that is the rather extensive warning sheet for the magnets. The little ones I used aren't too dangerous but the larger ones can draw blood if the wrong body part gets pinched between a pair.
As is our custom, the holiday season was spent holed up with the family all in our PJs, noshing on good food and just spending time together, thus my lack of the usual seasonal posts.
Santa was good to me this year, dropping into my stocking an assortment of RAFM Space 1889 Martian Infantry, a full company of RAFM Canadian Militia Rifles from their Riel Rebellion line and a Gashant Gatling Train:
While the Gashants are very pretty and very much appreciated, the Rifles are special because they were funded by Santa's helpers 1 and 2 - aka my daughters and the troops they represent were drawn from my regiment, the GGFG.
Another welcome gift was a certificate for Lee Valley Tools, a purveyor of fine woodworking tools and hardware as well as a range of garden and home accessories. Part of that went toward these:
At the top of this picture are the templates for two sizes of tray - 5 men in closed and open order. The overall size is pre-measured as is the spacing for the holes to take the magnets. Because I based my figures on washers, I had to off set the magnets slightly so they were not under the hole in the washer. Testing on scrap really helped reveal little problems like this and to get the spacing right. The ends of the bases were rounded with the scroll saw to a reasonable profile. I wasn't too worried about aesthetics yet as I will be bevelling the base edges. At the top of the picture is the two part epoxy used to glue the magnets in place. To the right of that is the rather extensive warning sheet for the magnets. The little ones I used aren't too dangerous but the larger ones can draw blood if the wrong body part gets pinched between a pair.
Here we see some of the magnets glued into place. Any excess epoxy has been smeared around the magnets to better hold them in place. The bases are being left flat until the glue hardens. I used wax paper underneath but I expect some will stick to that. I was going to set them on edge to dry to avoid this, but the magnets are strong enough to pull the bases together and in one case, pull a magnet right out of the base and send it flying across the room.
Cavalry and Martian Horde bases are to follow.
A happy New Year to you all.
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Thursday, May 31, 2012
Space 1889 Soldier's Companion High Martian draft house rules
Basing up some of the RAFM High Martians has presented a few problems. The landed figures will fit on the standard basing washer but the flying figures aren't really stable. I was thinking about basing the flyers on mounted washers and turned to the Soldier's Companion for guidance. As many others have found, our favourite flying monkeys are barely mentioned in the Soldier's Companion rules. I decided to work up a set of draft house rules. Below are my thoughts and the end results.
The Thought Process
In the Space 1889 rules, High Martians are described as primitive brutes who primarily use hand weapons and Bows. Physically they are shorter than other Martians. Martians overall are limited in strength as player characters. As flyers, we can reasonably expect Hill Martians to be weaker still. And yet these primitive, technologically backward, physically inferior beings maintain an iron grip on the liftwood supply and keep large numbers of slaves under control. How is this possible?
I decided to use the dual basing sizes to drive the process. Each airborne High Martian needs space to manoeuvre just to stay aloft making them cavalry sized yet they can land and fight as foot troops. This sounded a lot to me like a flying variant of mounted infantry. Reading those rules, especially the restrictions on mounted fire further suggested that High Martians are more like Light Horse, capable of firing on the move and charging into combat but not getting the full melee benefit of Light Cavalry. This decision also sets the movement rate to that of irregular cavalry while flying and irregular foot while landed. The average cavalry movement also roughly fits the High Martian move rates in Sky Galleons of Mars
Irregular troops are limited to mass and open order formations. I thought about limiting flyers to open order to represent the extra space needed but we have used a large flying base to compensate for that already - besides who doesn't want to see a mass formation of flying monkeys charging across the board? That leaves formation changes. By the book, irregulars have to take a full move to make a formation change. That makes sense for troops shaking out into skirmish order from mass formation or vice versa but what about landing? High Martians are supposedly good flyers so let's say they can make a half move and land, or take off and make a half move.
So far so good. What about terrain? For units on foot, it is simple - they move and are blocked as irregular foot. Flyers present another set of problems. Let's fix combat height at Very Low as used in Cloudships and Gunboats and call this out of the reach of any hand weapon used from the ground but not quite as high as your average multi-storey building, woods or forest - NOE if you will. At Very Low, flyers can move over any terrain without delay but must move around large buildings. They can fly through forests and woods at the normal cavalry rate. Line of site is normal. Let's call Low higher than anything on the board. Barring the standard blocking terrain shadow, flyers at Low can see and be seen by any unit on the board. Guns get dangerous. To change levels, let's call that another half move. For firing or being fired at, units at very low count as being at ground level. Units at low count as 12" further away.
So now to combat. There are a couple of things to take into consideration here. The Soldier's Companion rules don't really address shooting at or by flyers. The 1889 rules give a bonus to the to hit target number making it harder to fire against flyers. I had thought about giving the Hill Martians extra fieldcraft and allow them to use that only when flying. That works fairly well but instead I decided to stick with a low field craft for use both when landed and flying. The aerial field craft bonus, the targeting flyers bonus and the open order bonus add up pretty quickly making it tough to hit skirmishing flyers. High Martians in mass lose two of the three bonuses which makes sense - it being easier to hit a fur ball of flying monkeys.
Next is melee. Given their smaller size, High Martians count as a weak adversary. High Martians can charge into melee on foot as any other ground troops. If flying, they can charge into melee as light horse and if their move permits, can land on top of an opposing unit. In this case, High Martians get the bonuses for flying, light horse and defending from higher ground for the first round of combat. For morale purposes this initial attack counts as a rear attack. In subsequent rounds, the High Martians are considered to be brought to ground and fight as normal foot. And that about does it. I haven't tested these yet but will post results when I do.
The short version
High Martians, standard V1, Kings Guards E1
Weak Adversary
High Martians follow the same rules as Light Horse when airborne and irregular foot when landed. Foot and mounted bases can be used by agreement. At Very Low level, flying High Martians can move over any terrain except high buildings which they must move around and forests or woods which they can move around or through with the normal mounted movement penalties. Normal range and line of sight rules apply. At Low level, A High Martian unit can see or be seen by any unit on the board subject to the normal blocking terrain shadow rules. They can fly over any terrain on the board without penalty. They count as an additional 12" further away when firing or being fired at. It costs a half cavalry move to change level, land or take off.
Hill Martians on foot fight as any other similarly armed foot unit. Flying High Martians receive their fieldcraft bonus when flying as well as the aerial target bonus when shot at. They can charge into melee as light horse and if their moves allows, land on top of the defending unit counting as flying and up hill for the first round of melee. For morale purposes, this first round counts as a rear attack against their opponents. For subsequent rounds the High Martians are considered to have been brought to ground and fight as normal foot.
The Thought Process
In the Space 1889 rules, High Martians are described as primitive brutes who primarily use hand weapons and Bows. Physically they are shorter than other Martians. Martians overall are limited in strength as player characters. As flyers, we can reasonably expect Hill Martians to be weaker still. And yet these primitive, technologically backward, physically inferior beings maintain an iron grip on the liftwood supply and keep large numbers of slaves under control. How is this possible?
I decided to use the dual basing sizes to drive the process. Each airborne High Martian needs space to manoeuvre just to stay aloft making them cavalry sized yet they can land and fight as foot troops. This sounded a lot to me like a flying variant of mounted infantry. Reading those rules, especially the restrictions on mounted fire further suggested that High Martians are more like Light Horse, capable of firing on the move and charging into combat but not getting the full melee benefit of Light Cavalry. This decision also sets the movement rate to that of irregular cavalry while flying and irregular foot while landed. The average cavalry movement also roughly fits the High Martian move rates in Sky Galleons of Mars
Irregular troops are limited to mass and open order formations. I thought about limiting flyers to open order to represent the extra space needed but we have used a large flying base to compensate for that already - besides who doesn't want to see a mass formation of flying monkeys charging across the board? That leaves formation changes. By the book, irregulars have to take a full move to make a formation change. That makes sense for troops shaking out into skirmish order from mass formation or vice versa but what about landing? High Martians are supposedly good flyers so let's say they can make a half move and land, or take off and make a half move.
So far so good. What about terrain? For units on foot, it is simple - they move and are blocked as irregular foot. Flyers present another set of problems. Let's fix combat height at Very Low as used in Cloudships and Gunboats and call this out of the reach of any hand weapon used from the ground but not quite as high as your average multi-storey building, woods or forest - NOE if you will. At Very Low, flyers can move over any terrain without delay but must move around large buildings. They can fly through forests and woods at the normal cavalry rate. Line of site is normal. Let's call Low higher than anything on the board. Barring the standard blocking terrain shadow, flyers at Low can see and be seen by any unit on the board. Guns get dangerous. To change levels, let's call that another half move. For firing or being fired at, units at very low count as being at ground level. Units at low count as 12" further away.
So now to combat. There are a couple of things to take into consideration here. The Soldier's Companion rules don't really address shooting at or by flyers. The 1889 rules give a bonus to the to hit target number making it harder to fire against flyers. I had thought about giving the Hill Martians extra fieldcraft and allow them to use that only when flying. That works fairly well but instead I decided to stick with a low field craft for use both when landed and flying. The aerial field craft bonus, the targeting flyers bonus and the open order bonus add up pretty quickly making it tough to hit skirmishing flyers. High Martians in mass lose two of the three bonuses which makes sense - it being easier to hit a fur ball of flying monkeys.
Next is melee. Given their smaller size, High Martians count as a weak adversary. High Martians can charge into melee on foot as any other ground troops. If flying, they can charge into melee as light horse and if their move permits, can land on top of an opposing unit. In this case, High Martians get the bonuses for flying, light horse and defending from higher ground for the first round of combat. For morale purposes this initial attack counts as a rear attack. In subsequent rounds, the High Martians are considered to be brought to ground and fight as normal foot. And that about does it. I haven't tested these yet but will post results when I do.
The short version
High Martians, standard V1, Kings Guards E1
Weak Adversary
High Martians follow the same rules as Light Horse when airborne and irregular foot when landed. Foot and mounted bases can be used by agreement. At Very Low level, flying High Martians can move over any terrain except high buildings which they must move around and forests or woods which they can move around or through with the normal mounted movement penalties. Normal range and line of sight rules apply. At Low level, A High Martian unit can see or be seen by any unit on the board subject to the normal blocking terrain shadow rules. They can fly over any terrain on the board without penalty. They count as an additional 12" further away when firing or being fired at. It costs a half cavalry move to change level, land or take off.
Hill Martians on foot fight as any other similarly armed foot unit. Flying High Martians receive their fieldcraft bonus when flying as well as the aerial target bonus when shot at. They can charge into melee as light horse and if their moves allows, land on top of the defending unit counting as flying and up hill for the first round of melee. For morale purposes, this first round counts as a rear attack against their opponents. For subsequent rounds the High Martians are considered to have been brought to ground and fight as normal foot.
Labels:
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Monday, May 28, 2012
Talisman and Pith Helmets?
One of my all time favourite games is the original 1980`s Talisman. We have all but one of the expansions and it still gets brought out regularly. I just found out that Gary Chalk the artist for this edition is also a traditional war gamer who has created the terrain and units for some rather nice colonial scenarios. He also plays English Civil War and probably other periods.
Friday, May 18, 2012
A slight interjection Space 1889 Yahoo Group
A new Yahoo group has just been started for the RAFM Space 1889 line of miniatures. If you are a fan of big skirmish, drop in and join the rest of us.
Labels:
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Monday, April 30, 2012
25mm Monorail
This past weekend I was able to make considerable progress on a number of projects. The subject of this particular post is a 25mm scale monorail inspired by the Patiala State Monorail Tramway.
Breaking out the razor saw, filler and epoxy putty results in this:
I am very happy with the gondola and flat car. Though the gondola is of metal and not wood construction, it has that toy like quality of its inspiration. Key to making these cars was realising that I am making what are effectively terrain pieces and not actual model trains. The wagons will not have functioning wheels underneath just alignment blocks to keep them on the rail. The wheels on the original scale out to 1/16" radius and are not visible from most angles. I am not entirely happy with the passenger car as it is a little too short for 25mm figures to fit in without bending down their heads. Not very comfortable for my pewter passengers. I will keep it for the moment with the intent of replacing it in the future. I might plate over the windows to turn it into an armoured troop car with firing slits.
Also in shot is the Cyclops in its draisine configuration with the rear wheel well faired over with epoxy. To its left is the remains of an HO locomotive power bogie. This will be reassembled to go under the Cyclops. The actual Patiala locomotive drive wheels can't be seen easily, but that look didn't really work here so I went with something beefier. As of this writing, the epoxy hadn't hardened up (cold in the garage where I do my work) so further conversion is pending.
The wheels are spares from the Cyclops kit propped up against the wagons to test the look. When I started this project, I thought that more prototypical wagon wheels would be easily available from the Dollar Store. I went to three different stores thinking I could pick up a couple of cheap plastic farm wagons or stagecoaches but no luck. Cow herding and farming being out of fashion with today's youth apparently. I have written RAFM with a request to get some of their artillery wheels for the project as well as more Cyclops wheels for a VSF/Steampunk Saladin armoured car.
Track laying and ballasting up. I stuck the track down with contact cement. Unexpectedly, the glue failed in shear when I was trimming the rail ends so the track needed to be re-glued and pinned. This is not an issue with normal flex track as it has holes in the ties for nails - holes that I had trimmed away earlier. The ballast itself is some very fine sand and dirt I have lying around as I am toocheap frugal to go buy real ballast. It is wetted down with wet water - water with a couple of drops of soap to break the surface tension - then flooded with dilute PVA medium. The effect was not quite what I was looking for but I will live with it for now (which beats scraping it all off).
The result. There is a lot more work to do especially with the road way. I am going to make up a card form with the road profile cut out to shape the road a little more cleanly before sticking everything down.
To date this is one of those projects that gets better as you go along but will probably not do again.
More to come.
Rolling Stock
As mentioned in a previous post, my first inspiration was the RAFM Cyclops land wheeler converted to an armoured draisine as used on European Railways in the 20's and earlier. I had some ideas on this but also needed some regular rolling stock. Digging around the bits box - or bits shelf in my case I came across these cheap HO (1/87) scale north American prototype cars. I bought them and other assorted bits for a couple of dollars at a yard sale. At 25mm (1/64), they are very close to the 6' width used on the Patiala.
Breaking out the razor saw, filler and epoxy putty results in this:
I am very happy with the gondola and flat car. Though the gondola is of metal and not wood construction, it has that toy like quality of its inspiration. Key to making these cars was realising that I am making what are effectively terrain pieces and not actual model trains. The wagons will not have functioning wheels underneath just alignment blocks to keep them on the rail. The wheels on the original scale out to 1/16" radius and are not visible from most angles. I am not entirely happy with the passenger car as it is a little too short for 25mm figures to fit in without bending down their heads. Not very comfortable for my pewter passengers. I will keep it for the moment with the intent of replacing it in the future. I might plate over the windows to turn it into an armoured troop car with firing slits.
Also in shot is the Cyclops in its draisine configuration with the rear wheel well faired over with epoxy. To its left is the remains of an HO locomotive power bogie. This will be reassembled to go under the Cyclops. The actual Patiala locomotive drive wheels can't be seen easily, but that look didn't really work here so I went with something beefier. As of this writing, the epoxy hadn't hardened up (cold in the garage where I do my work) so further conversion is pending.
A proof of concept shot:
The wheels are spares from the Cyclops kit propped up against the wagons to test the look. When I started this project, I thought that more prototypical wagon wheels would be easily available from the Dollar Store. I went to three different stores thinking I could pick up a couple of cheap plastic farm wagons or stagecoaches but no luck. Cow herding and farming being out of fashion with today's youth apparently. I have written RAFM with a request to get some of their artillery wheels for the project as well as more Cyclops wheels for a VSF/Steampunk Saladin armoured car.
Trackwork
In the shot below is some HO/OO set track that also came with the loco and rolling stock. I measured the amount of tie projecting out from edge of the two rail track, set that as the offset on my scroll saw and ran the sections through. There was a little bounce from the blade action that gave a raggety look to the ties that fits in with hurriedly and cheaply laid rail. A band saw would give a smoother cut. I did not use the set track as I have a box of flex track to play with that gives longer continuous runs and tighter radius curves.
The next shot is the MDF combined railway roadbed and road way with the track line and road edge marked in. These are of course wrong as I discovered once I thought about it. The monorail is "handed" in that the track runs along the left hand edge of the adjoining road. This means that on a right hand curve, the supporting wheel is on the inside edge but on a left hand curve it is on the outside so the radii and placement of the track and road need to be adjusted accordingly. The widths and offsets were calculated from the prototype and the curves are designed so that a 90o curve fits within a 12"x12" block.
Track laying and ballasting up. I stuck the track down with contact cement. Unexpectedly, the glue failed in shear when I was trimming the rail ends so the track needed to be re-glued and pinned. This is not an issue with normal flex track as it has holes in the ties for nails - holes that I had trimmed away earlier. The ballast itself is some very fine sand and dirt I have lying around as I am too
The result. There is a lot more work to do especially with the road way. I am going to make up a card form with the road profile cut out to shape the road a little more cleanly before sticking everything down.
To date this is one of those projects that gets better as you go along but will probably not do again.
More to come.
Labels:
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monorail,
RAFM,
recycle,
Space 1889,
Steam,
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victorian,
Vsf,
war game
Wednesday, April 11, 2012
The good and the bad.
The Easter weekend found me laid low with a nasty cold putting paid to a whole series of projects. It was so bad, I had to take a nap during the family D&D game. One of the projects put on hold was a steampunk monorail based on an RAFM Cyclops blended with an early 20th century armoured draisine. More to follow on that one.
The good news is some overtime came through so I was finally able (read coerced) to buy a storage cabinet for all my miniatures that have been cluttering up the hall way (why my wife objected I don't know). I went with a portable tool chest from Canadian Tire that rolls and splits into three separate boxes. The drawer unit was very quickly lined with magnetic tape and is now a safe and comfy home for some of my troops.
With the rest, I bought a contingent of hill martian cavalry and a contingent of hill martian infantry to back up my canal martian troops. With all the hardware the Brits have, the martians are going to need all the help they can get.
The good news is some overtime came through so I was finally able (read coerced) to buy a storage cabinet for all my miniatures that have been cluttering up the hall way (why my wife objected I don't know). I went with a portable tool chest from Canadian Tire that rolls and splits into three separate boxes. The drawer unit was very quickly lined with magnetic tape and is now a safe and comfy home for some of my troops.
With the rest, I bought a contingent of hill martian cavalry and a contingent of hill martian infantry to back up my canal martian troops. With all the hardware the Brits have, the martians are going to need all the help they can get.
Labels:
25mm,
28mm,
Colonial,
Martian,
miniatures,
RAFM,
Space 1889,
Steam,
Steam Punk,
Vsf
Wednesday, February 1, 2012
Best laid plans.....
Well so much for my purchasing plans. I have a line on some very inexpensive British mounted and foot and Gashants - and - RAFM has put the Cyclops land wheeler back in production! I will be getting a pair of the Cyclops and may pad out the order with a unit of flying martians.
Image below from the Members Area of the RAFM Forums British figures are true 25mm, the Martian is roughly 30mm.
Image below from the Members Area of the RAFM Forums British figures are true 25mm, the Martian is roughly 30mm.
Thursday, January 19, 2012
2012 Purchasing Plans
Unfortunately Santa was not looking at the list provided and while many nice things were received for Xmas, lead was not one of them.
With Space 1889 rebooting into 15mm, I am left in a bit of a hard place. The status of the 25mm line is unknown yet I have enough miniatures in hand to feel committed to sticking with 25mm. Further, while I do most of my wargaming in 15mm and 6mm, role playing is still done with 25mm. Practically, I have to plot out what I need and get that before it disappears.
So from RAFM:
I have enough 15mm Celts to field several DBA armies or around 200 points in DBMM so I would have to say I am done with 15mm ancients for the foreseeable future. As mentioned in a previous post, Marc and I have been playing DBA with 6mm figures on 25mm bases - very nice looking. I have a DBAs worth of Alexandrians waiting to be painted and based but I would like a third army for some variation. I am thinking of Libyans as covering both books one and two and because they are dead cheap. Two strips per base so about 5 pounds sterling or about 15 bucks with shipping for DBA army. Since I might be able to drop in on Baccus directly when we go to England in the Fall, I may let that purchase wait.
So planned purchases of around $100 an entirely achievable goal I think.
With Space 1889 rebooting into 15mm, I am left in a bit of a hard place. The status of the 25mm line is unknown yet I have enough miniatures in hand to feel committed to sticking with 25mm. Further, while I do most of my wargaming in 15mm and 6mm, role playing is still done with 25mm. Practically, I have to plot out what I need and get that before it disappears.
So from RAFM:
- Two 20 figure bands of Hill Martians @ $30 each = $60
- One 20 figure band of High Martians @ $20 = $20
I have enough 15mm Celts to field several DBA armies or around 200 points in DBMM so I would have to say I am done with 15mm ancients for the foreseeable future. As mentioned in a previous post, Marc and I have been playing DBA with 6mm figures on 25mm bases - very nice looking. I have a DBAs worth of Alexandrians waiting to be painted and based but I would like a third army for some variation. I am thinking of Libyans as covering both books one and two and because they are dead cheap. Two strips per base so about 5 pounds sterling or about 15 bucks with shipping for DBA army. Since I might be able to drop in on Baccus directly when we go to England in the Fall, I may let that purchase wait.
So planned purchases of around $100 an entirely achievable goal I think.
Wednesday, October 26, 2011
DBA Marians almost done - Pushing forward
I got a little demoralized at pushing off projects so I sat down last night and put the final paint on enough 6mm Marians for a 25mm DBA army. I just need to base them up and do some flocking and they are ready for the table.
I had been toying with the idea of getting a horde of 6mm Greek psiloi to make up an early Libyan army. However, the Baccus Greeks aren't out yet and Marc has his Thracians and will be getting Greek Hoplites so that is enough for us to get on with.
I have also been toying with Space 1889 again and went over to the RAFM site for a quick drool. %30 off all orders - ending that day. So I ordered two lots of Martians, another batch of British, a Gatling gun and some Victorian Civilians. I then dug out my existing company of Brits and got on with painting them. Much progress of an evening.
I had been toying with the idea of getting a horde of 6mm Greek psiloi to make up an early Libyan army. However, the Baccus Greeks aren't out yet and Marc has his Thracians and will be getting Greek Hoplites so that is enough for us to get on with.
I have also been toying with Space 1889 again and went over to the RAFM site for a quick drool. %30 off all orders - ending that day. So I ordered two lots of Martians, another batch of British, a Gatling gun and some Victorian Civilians. I then dug out my existing company of Brits and got on with painting them. Much progress of an evening.
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