Showing posts with label Mars. Show all posts
Showing posts with label Mars. Show all posts

Friday, May 18, 2018

Goldfinching

One of the interesting aspects of wargaming is that it allows one to examine history from different perspectives. These perspectives are frequently a-historical since in our games we do not want to contemplate the savage realities of combat with sword and spear and we focus on some units hard fought last stands while ignoring their previous war crimes. Colonial wargaming in particular tends to focus on the thin red line of civilization facing off against the Native masses with some rules giving control of the natives to to a referee or a set of tables and dice. VSF takes this further, literally dehumanizing the natives by putting them on another planet.

All this philosophising is a little heavy for what is just a game of toy soldiers, but for me at least, it is possible to mix a little unpleasant history into table top amusement. Blackbirding was, and sadly still is, the practice of recruiting native workers through deceit, impressment or outright slavery; "blackbird" referring to the colour of the unfortunate natives' skin. As the fluff for Space 1889 makes clear, what happened in Earth history, also happens in alt-history on Mars.

Some where outside the Coprates Valley, a village swelters under the Martian sun. Close by, silted water flows slowly through an ancient canal.
 
Table setup 
A river boat chugs up the canal and a few armed figures debark, and saunter into the village.   Korvetkapitein Rom of the Force Publique Martienne watched the mercenary recruiters depart. He kept his men on deck - they were there for security, not to get their hands dirty.


The river vessel Kurtz

5 barrel Nordenfeldt and 12 pounder on the fore deck
With no trouble expected, the gun crews waited under cover - and in  the shade.

Corralling the "Goldfinches"
The "recruiters" gather up a flock of "volunteers", their rifles proving more persuasive than the meagre pay promised.

But news of the riverboat and the sorrow it brings spreads quickly up the canal.


The Copratic rescue force.
The table was setup to be interesting. I made some allowances for fields of fire from the artillery.

The three recruiters are armed with magazine rifles and are well experienced in their field. They are rated  V3S

The Force Marines are armed with single shot breech loaders, Being posted to a backwater on Mars, they are not the best of their corps and are rated T1.

The two gun crews are rated T0, the 0 being important later in the game.

On the Martian side, t
he villagers are un-armed and will generally seek to move away from any firing or conflict. When being "escorted" by the recruiters, they will move reluctantly, slowing things down for the recruiters.

The Copratic states infantry are Veterans, half muzzle loading musket, half spear rated V2. and the cavalry are heavy lancers
(because I wanted to see what they could do) rated V0H
On the move
The capture team begins to move the villagers out to the waiting river boat, while a dark and ancient stone god watches in silence from a nearby ceremonial mound.



Years ago, I was given a bag of large and small Cthulhu figures so I have to use them when I can.


Here comes the cavalry!
In the distance, the Martian relief rides and runs hell for leather to save the villagers from a short and brutal life in the gumme fields.

All hands on deck!
Alerted by the shouts from shore, the gun crews saunter to their positions.
"No targets", muttered the master gunner to no-one in particular, "It's likely just some dirt digger on his way home from digging dirt." He spat into the slow flowing silt laden water below.

Advance!
Winning the initiative, the relief force moves forward. Generally I don't worry too much about movement costs for formation changes out of direct combat.



Get moving you yellow dogs!
The recruiting team manages to chivy along their volunteers, out of the village,

Faster! Faster!
...and into the open. The reluctance of the natives slows progress considerably. I rolled for movement normally then rolled another dice for direction and a third for revised distance creating a wandering path for the group. In the end the effect was not really worth it. Next time, I'll just knock a dice or two off the regular move.

There they are - get the Earthers!
I'm still using the stock initiative system meaning the passive player doesn't have much to do if they can't shoot.


Chaaaarge!
Gashant paws thunder making the parched sand tremble ... shots ring out from the enemy but all go wide.  Closer to the canal bank, the shooters and cutters fan out and begin creeping through the brush.

Hold the Line!
The Earthers hold their ground while the villagers flee in terror - or is it relief.

Hold your fire you fools!
Hearing the lever on the Nordenfeldt rack back, the master gunner shouts; "Hold your fire you fools! You'll hit our own people"

In fact, there is nothing the the Soldier's Companion rules to prevent firing in this case, I just wanted to see what would happen when a heavy lancer charge goes in.  Call me a cheater if you will, it's my table ;)

Meanwhile....
The foot component of the rescue force works its way up to the edge of the brush line - unseen in all the commotion.

Again in the rules as written, moving forces cannot be concealed, but we are talking natives here so I gave them a pass, like the scene in Zulu where the impi advances and disappears into the grass.

OoooooLaaaaahhhh.....
The charge goes in and magazine rifles crash a mad minute wreaking slaughter in the ranks of the oncoming Gashants. 2d6 per rifle instead of the normal 1d6 for breechloaders.

Revenge!
But to no avail, the cavalry pass their morale check and the charge goes in sticking the experts like pigs.

Freedom!
The cavalry reform while the villagers keep running for cover. On the bloody ground, not all the Earthers are dead. Wounded left on the field in the face of the enemy results in a hefty hit to future human morale checks.
Clear lanes of fire.


The master gunner looked over the carnage - the men were dead or close enough to it that his guns would just hasten them on their way. "Target, massed horse, all guns - Fire!"



Boom! - R-r-r-r-rip!
And the big guns let fly!

Crump!

And more gashants go down under a hail of lead and fire.

Vengeance grows from the barrel of a gun...
And the rescuers are defeated....

Checking for the dead....
With the obvious threat eliminated, the Force Marines double time out to see if anyone is left alive and round up the volunteers.

Two survivors are helped along with the terrified natives following behind.
Two men are detailed off to carry the wounded back to the Kurtz while the rest of the marines round up the villagers.

OOOLLLLAAHHH!
The Marines, carrying the wounded are just about back on board when from their hidden position in the bush the Cutters charge the boat and the Shooters charge the Marines. And thereby gaining initiative. The charge move roll was  an amazing 26" for the cutters and "enough" for the shooter. This time I did allow defensive fire.



Crash!
Some cutters and shooters go down, but their morale holds and they charge home!

Repel Boarders!
The Cutters get in amongst the gun crew on the lower deck while the shooters overwhelm the marines and wounded.

Abandon ship!
The gun crews hold for a while but fail their morale - thanks to the Marines leaving wounded with the natives and decide to jump for it before they are cut up for bait. The Captain orders the hatches closed and dogged, sealing his crew into an armoured citadel away from the ravaging natives. I was not surprised to read that this was a common practice on riverboats, including those on the Missisippi - lose the cargo, save the crew. It has come back into use as a counter to modern day pirates.

Ils ont le bateau!
The remaining Marines fire ... to no great effect.

Attack!
Grasping the nettle, the cutters charge in, screening the shooters as they go.
Crash!  Crash
Volleys are exchanged...


Sauve qui peut!
Casualties are light but the Marines already fragile morale snaps and they break and run.

Catching a breath....
Past the village and over a small rise - they think they are safe.

No rest for the weary....
Bu the natives catch up and the Marines are scattered to the desert to be rounded up later - if they survive....

Time to depart

The Kurtz retrieves her soaked gunners, and seeing no further chance to intervene, departs. Reports will be written, accounts will be settled.

At the end of the game, I rolled for Martian casualties and the dead were rather less than expected which bodes well for future Copratic-Belgian encounters.

It was an interesting scenario to game out, in reality some communities fought very hard to save their members from this ugly aspect of colonialism. It gave me a chance to try out artillery on the table and I was pleased to see how effective the heavy lancers were. Their close combat dice modifiers are impressive. Magazine rifles were proven again to be over powered en mass, but are a useful balancing item when fielding small heroic forces.

Overall an enjoyable game in my new space.





Sunday, November 6, 2016

More Boat Stuff

I recently read somewhere about making a type of decal using clear packing tape. The process is to laser print your image, apply a piece of clear packing tape over it then soak the whole lot in water. When you rub away the wet paper, the ink remains on the tape and you can use it much like you would a transfer.

 I liked this idea but when I built the riverboat, there was a seam between the two pieces of wood I used to make the superstructure that I want to cover up.  I very quickly drew some hatches and portholes in GIMP and added some rust streaks because why not? The printed sheet was mounted on card with spray adhesive and the individual sides cut out.

Printed mounted and about to be cut.
With the pieces cut out, I still applied the packing as a protective layer and trimmed.

Cut taped, trimmed and resized
I found that I had mis-measured the length of the forward cabin, so I had to do a little recutting to extend two of the panels. If needed, the vertical join will be concealed by a length of drinking straw painted up as some sort of pipe - the corners will need a bit of prettying up too.

Here's the finished product:

Waiting for the for'rd port side panel

Aft deck house.


For'rd panel cut and installed.

Overall I am very pleased with the effect. With a bit more time and effort at the design stage, there is potential to add a lot more detail.  Now to build up those gunwales.....
 

Sunday, September 18, 2016

I built a boat.

It was a rough start to the month, but one of the ways to keep the black dog at bay, is to keep doing things that make you happy. Gaming does that for me.   I determined that, apart from snuggling up with my wonderful wife this weekend,  I would build something - but what I wasn't sure. 

Then Malc Johnston over on The Wargames Website, posted the second part to his Trouble on the river Liu River 1900 series, and there was one of the simplest little gunboats I have ever seen.  Even I could do that! So off to the man cave I went.

HMS Demetrius

The Story of the Demetrius

The HMS Demetrius was originally the SS Demetrius the result of a failed private commercial venture to modernize grain shipping on the canals of Mars. One Thomas Pincham, of the automated loom threader Pinchams, fancied himself an off-world Brunel and invested his fortune in transporting a small single screw steamship to Mars. A devotee of ancient Greek culture, he christened his endeavour Demetrius or The Servant of Demeter, goddess of grain. Pincham had visions of his ship sailing up and down the canals, unfettered by wind or flood, delivering the harvest of the fields to the cities of Mars and of course their British advisers. Where trade lead, the Empire followed! Accomplishing this first required many trips and naturally massive transportation charges as each etherliner had limited space for mercantile cargo and that was at a premium price. The parts of the SS Demetrius arrived in fits and starts. Each shipment was placed in what was supposed to be a secure storage yard until assembly could begin.  

...or is it Detritus? 
Sadly this was not to be. Due to varying capacity on the etherliners then in service, parts were shipped according to their size and weight rather than their ability to be joined up in any coherent fashion with the components already landed.  Over time, the costs mounted siphoning away the Pincham fortune into the ether eddies of too many interplanetary voyages.  Finally though, the last item on the last manifest was checked off and using the dregs of his bank account, and rather too many loans, Pincham could get to work.

Only, the storage yard was not as secure as might be hoped and some of the local workers found the temptation of so much refined iron irresistible.   Several major and many minor components had disappeared over the back fence only to resurface as unrecognizable tools, jewellery and trinkets in the local bazaar. Pincham was devastated.  But fate was not done with him yet and the final blow fell - the customs man arrived with a very large and very unpaid bill for duties owing on Steamship (1) parts and accessories. With financial ruin certain, Pincham could not also face the social opprobrium of debtor's prison.

Fortunately for Pincham, if not for Mars and the Empire, it was at this moment that Oenotria decided to flex her muscles and attempt to force the Earthers out.  Steam vessels of any variety were desperately needed. The boilers and machinery of the Demetrius were not suitable for airship use but the vessel itself could be useful for control of the canals. Pincham magnanimously and patriotically, offered the Demetrius to the Government for the price of his customs bill with a bit left over to support him in at least comfort, if not the luxury he had once been accustomed too. His one requirement being that the ship retain her name as a symbol of "A great British mercantile dream now lost to the savage winds of war!" This was agreed to and the ship or her parts at least, were signed over to the Imperial authorities. Pounds in hand, and reputation mostly intact, Pincham left the planet without delay and disappeared into middle class obscurity.

It was now that the Royal Navy, her engineers and their civilian counterparts arrive to take stock of what they had bought. One less polite senior engineering rating remarked:
"It's not a ship! It's a f______ pile of c__p!  I've scraped things better able to float off the bottom of me boot! HMS Demetrius eh? More like HMS Detritus I say!"

The name stuck. It took many months and much improvisation but the HMS Demetrius was finally launched and placed into service. Her work on the canals was initially uneventful but recent attacks from the shore and air and have required that the original wooden wheel house be replaced with an armoured one. Because of  the lack of armour plating, Martian concreted armour was used instead giving the structure the look of a pillbox.


Build Notes

The Demetrius is quite literally made up of bits of scrap wood and MDF from the workshop. Malc's build  showed me that you can get a good result from simple materials. The smoke stack top and base are parts of a small decorative wooden apple drilled out to take a length of dowel I already had on hand. The galley chimney is spent .40 brass I picked up at a range years ago. The superstructure is glued and screwed and set back from the deck edge to allow a single rank of figures on either beam and a standard artillery base fore and aft. The armoured wheelhouse is a Type 22 pillbox that didn't print as well as I would have liked. I located it off centre to add a little visual interest even though an off centre weight his high up is generally not a good idea.  All it needs now is a coat of paint and some deck cargo for cover, and it's off for action on the Martian canals.

Monday, May 16, 2016

Martian Muster


This past weekend, I set up my games table in the garage and got all my Space 1889 bits out to photograph and inventory. A fair bit of this has appeared before in different configurations but everything is now mustered into more or less fixed units, and colour coordinated too! Taking the inventory also allowed me to figure out what pieces needed to be repaired and based up and where I needed to add some rank indicators to bring the units in line with the morale rules.

Oh'ktava'n's Experimental Company - The Stalwarts
All armoured with shield gunners in the first half company, cutters in the rear. Regular V0 or E0

Kas'trum Fencibles
An armoured front half company with a mix of cutters and shield guns backed by an unarmoured half company of cutters. Regular T0 or V0.

First Kas'trum Marines
A regular pure shooter company, under strength but equipped with rifled muskets. Regular V1S 

Loyal Kas'trum Company
A very conventional city state unit with shooters and cutters. Irregular T2

Kas'trum Civic Guard
An irregular unit with mixed shooters and cutters in the front and pure cutters in the rear. Irregular T2 or G2 seem most likely. Though they might get a boost for their fancy black uniforms. 

Pier Worm Roaster's Guild Social Club and Civil Defence Force "The Red Caps". (Left)
The Gentleman's League of Redweed Harvesters and Patriotic Rifle Corp "The Blue Bonnets" (Right)
His August Eminence and Grand Master of Secret Societies (Centre)
The Red Caps have been described elsewhere.   The Blue Bonnets are new comers who claim their constant battles against the armoured mud-crab make them far better shots than mere slug poachers. The Grand Master has his fingers in most occult goings on including the Ground Cleansers and possibly even the Cult of the Worm.   X3S or V3S. Rifled muskets.
Second Oenotrian Lancers - The Canal Terrors
After the dragoons were rotated out, a stronger contingent of lancers was sent in as replacements. Armoured and (obviously) equipped with lances, the Terrors are regular V0H so lots of close combat bonuses.
Num'da's Raiders
Boosted by brothers sisters and cousins in search of booty, the slightly under strength Raiders are Irregular T2.


Kas'trum Scouts
Again seeing an influx of mercenaries from the hills, the scouts have a half company of shooters and another of bow. Irregular T2.

The Horde of Antevaxx
The Ochre Horde of Antevaxx Rules for their use have been laid out in an earlier post. Irregular V1 or E1 for King's Guards


Mixed artillery
As mentioned in a previous post, the canal Martian gunners are used to mark when field pieces are on the Martian side manned by Askari crews. New additions are two howitzers, four RAFM Greek fire projectors re-purposed as light guns and two ancient ballistae - stats for which I have not yet settled on.

Moeris Lacus Dragoons
A new unit of light cavalry with musket and sword, the Dragoons are Regular X2. Alternatively they can act as Light Horse or mounted infantry.


Moeris Lacus Trucial Company "The Prince's Own"
Recruitment efforts have boosted the Prince's Own to a full company. As before they can also play on the Martian side as Askari deserters. Or they can act as Dragoon dismounts. Regular X2


Gerneral Sir Not Appearing in this Film
Ok he was still in the box when I had the rest of the Earth forces out to photograph.


Royal Marine Light Infantry
Still in need of an officer. These can, in a pinch, sub in as some sort of foreign European force. Regular V1.



3rd Civil Service Rifles - "The Paper Clip Boys"
A slightly over strength company of riflemen from the Dominion of Canada. Regular X2S.

The Queen's Own Something or Others
Good old regular line infantry. The blue facings suggest Guards but these can be used for any British unit as required. Regular V1

Gatling gun and Pack Options
Just a Gatling gun and a couple of types of pack animals to lug it around. Charging at the elephants gets a +1 down hill bonus - these are big castings.


Tri-wheel Draisine
An armoured rail vehicle to patrol my monorail.


Ewing System rolling stock
A quickly put together locomotive and rolling stock for my monorail. On the flatcar is  another tri-wheel that remarkably survived a fall to the garage floor. It is going into the shop for a re-glue and re-paint.

The To Do pile
From left to right, repair, rank and re-base.


All The Toys
All the toys on the table. It is 4' by 7'. I think I have enough for now....