All posts by Dana

I was born in East Orange, raised in Bloomfield, and went to school somewhere around Newark until my parents launched an exodus across NJ. I have been lucky enough to travel abroad. I read, play a couple of musical instruments, like movies, and do what I can to improve a rapidly aging body and mind. I currently work in Texas and live in Florida. I have moved over two dozen times in my life. My tiny armies and navies have followed me on my march across the US. Eventually we hope to end our nomadic existence and settle in one place.

Star Trek Combat Simulator

Anyone who has seen Star Trek II: the Wrath of Khan will remember the simulation room and the Kobayashi Maru scenario. FASA had at one point gotten license to produce Star Trek gaming material and this board game was their answer to tactical space combat offering a simpler, easier to approach game than the more popular Star Fleet Battles from Task Force Games.

They also offered a range of ships derived from Star Trek Ship Recognition Manual which offered some unique designs that different from SFB and not necessarily appearing in any other Star Trek material. The offerings included Federation, Klingon, and Romulan ships as well as some others including the Kobayashi Maru for the completist.

The rules provide an introductory game, an intermediate game, and an advanced game designed for use within an RPG play thru where each member of the crew can perform in whatever role they are assigned to.

Some of the game pieces provided displayed on the single sheet board.
As with so many naval and space games, there is rather large record ship provided per ship.

Grim Reaper

There seems to be little information on this company though it appears from the Star Blazer figures I have that they were likely producing miniatures for other firms licensed to handle particular products. I have read that the company was started by former employees of Grenadier Miniatures. The six packs below show only a handful of the available Star Blazers miniatures which were likely meant as a tie-in to a ruleset offered at that time. For those unfamiliar with Star Blazers, it was an early anime favorite in the US, altered from its original source to remove much of the violence and death in the original, Space Battleship Yamato.

Dreadnought

SPI continued their exploration of tactical games with Dreadnought. James Dunnigan had earlier created the massive cardboard miniatures game Jutland for Avalon Hill. Here, capital ships are simplified to basic stats encapsulated on the colorful set of counters with simple silhouettes showing the ship from the air as little more than a black or white outline. The game covers naval warfare from 1906 through WWII and is supposed to include every battleship in action during those times. Cruisers and destroyers are presented more abstractly wherein a single counter represents multiple ships. Like so many of the naval games SPI was releasing at the time, this one uses the SiMove pad where orders are written for each ship prior to the turn.

I bought this game in the late 70s when I was frustrated with the limited range of tactical space combat games available and thought that with a little monkeying around this game could fill that role. I played it a number of times but always as a basic naval game.

There is an interesting campaign game where one is presented with 4 different battle situations and must allocate their ships accordingly. Overall, a pretty fun game with limited stacking for capital ships, none for cruisers and destroyers. A note, too, that submarines and aircraft play no part in the game. Maps are simply identical light blue modules.

Mech war 77

A midway point in SPI’s exploration of tactical games begun with Tac Game 3. The game follows Red Star/White Star, an earlier effort covering roughly the same period. Here, some of the anomalies of the earlier game are cleaned up and new rules are added. The single large board of the earlier game are replaced by more elaborate boards highlighting differences in elevation which were noticeably absent in Red Star/ White Star.

The enthusiasm for tactical armor games is not too surprising in that the conflict in Israel had led to significant advances in armor and many of the folks playing SPI games were people in the military.

Not all theaters get the same emphasis as western Europe. The Middle East and Far East have only a single scenario each. The conflicts in the Middle East would be covered more thoroughly in SPI’s October War and Avalon Hill’s Arab-Israeli Wars.

A note, too, that SPI produced another game down the road covering the same theater but with an entirely different set of rules called Mech War 2 which actually consisted of two separate games, Red Star/White Star covering Western Europe and Suez to Golan covering the Middle East.

One half of the available map used in the game.

Starfire

Starfire offers a unique set of rules for space combat.  The rules are designed for play on a blank board with a hexagon overlay so is readily adaptable to miniatures. They were written by Stephen V. Cole and published in 1979 by Task Force Games as part of their pocket series, thin rules booklets, a small map, and a hundred pieces or less.

The basic rules use a simple system of laying out a starship’s basic design by a simple listing.  The initial example given is a small corvette:              S S A H R L I I                                                                                         This listing gives a quick layout of the ship listing its defenses, S for shields, A for armor, its movement points, the two I’s indicating engines, and weapons, an R for a missile system, an L for laser cannon.  Additionally, there is a cargo hold, H.  The sequence mandates where ship damage is taken.  An additional value, turn mode, is based on the size of the ship as is the maximum speed.

The sequence of play is first move, then fire, with an initial initiative determination phase and a final record keeping phase.  Following combat, there is also a tractor beam phase.

Ship movement occurs one movement point at a time.  Each player  expends their first movement point, then each player expends a second, etc.  If ships do not have the same number of movement points, the ship with the greater number will continue moving after the other ship has finished movement. Each ship also has a turn mode indicating how many movement points they must expend before they can turn the ship 60 degrees.

The original rule book features 10 scenarios with Terran forces battling Khanate and Ophiuchi alien forces starting with a simple clash of 2 ships in the first scenario and finishing with an enormous 3 way battle in scenario ten.

Optional rules offer such things as restricted field of fire, planets, data links, simultaneous movement, damage control, and a section allowing players to design their own ships.  A second book enlarges further on the game with additional rules for fighters while a third game adds a campaign to provide a link between battles.

At its simplest, it is a game that is quickly learned and played.  Complexity is added through additional ships, weapons, and optional rules.

Task Force Games did license a range of Starfire miniatures no longer available but of course, a spaceship is a spaceship and any decent range ought to serve.  A set of miniatures to match the current incarnation of Starfire can be found at Shapeways.

Starfire continued to evolve over time with later additions adding additional rules changes and switching finally to a 10-sided rather than a 6-sided die as well as further developing the Starfire universe. Newer editions of the rules may add on layers of complexity beyond what some players are looking for. The original game is simple and straightforward enough to present as an introduction to people unfamiliar with miniatures.

Wake Work Eat Sleep

Still here, what’s left of me.  The highway has been a mess since the start of spring break.  I saw the remains of a great truck fire yesterday though yesterday seems like a week ago.  The summer appears to entail a lot of travel.  The trip to Taipei will likely entail another trip into miniature soldier hinterlands.  There is one store that has a great selection but the aisles are only just wide enough for a single person and the ceiling is oppressively low.  There are a couple of other negatives but the selection is remarkable and so are the prices.  Not much metal but plenty of plastic.

In the meantime, I try to remain conscious during the day and get some sleep at night.  The weekend promises much activity.  I will be glad to get some rest.  I bought some Langton miniature ships and as usual my fingers end up coated with cyanoacrylic glue.  There are not many concessions made to ease of assembly but I will sort it out and post the results.

Napoleonic Russian Corps


Book 1 of Napoleon’s Battles offers some generic formations for the main combatants. Shown above is a Russian corps with two brigades of infantry and a separate artillery force. Commanding officers’ ranks are indicated by the number of figures per base as well as the size of the base. Each regimental group includes a command unit with ensign, commanding officers, and musician. I have used larger bases for artillery than shown in the rules as it was difficult to cram all those pieces on the base size the rules specified.

The total number of figures here is 124 which gives some indication of just how many of these little guys is necessary for a game. A corps sized formation would likely be as small a force as one would field using these rules. Also worth considering is, that for infantry, the scale is 1 figure = 120 men. To recreate any reasonable size battle from the Napoleonic era would likely require hundreds of figures on either side.

Most of the figures shown above are Heritage/Empire, the artillery and crews and most of the mounted officers are Battle Honors, and the figures on the regimental command bases are by Stan Johansen.

Traveller

Traveller was one of the first widely accepted SF RPGs.  Since its release in 1977, it has gone through a number of changes including a GURPS Traveller release.  The original boxed set of 3 books is now referred to as ‘classic Traveller’.

A simple character combat system is provided in Book 1 of the set.  In it, characters may close or open range with their adversaries, and evade or launch attacks.  The system was expanded upon several times, first with Snapshot, a boxed game presenting combat between characters aboard starships.

This was followed by Azhanti High Lightning.  The rulebook offered a simplified Snapshot combat system as well as a large number of deck plans mapping out the interior of an enormous starship.

There are numerous supplements produced by any number of publishers including some attractive maps of ship interiors and buildings.  FASA, for example released a set of maps detailing the interior of a luxury hotel.

Finally, GDW introduced Striker, a boxed 3 book set, Book 1 covering the basics, Book 2 covering advanced rules, and Book 3, covering vehicle design.  With each figure still representing a single character or creature, a standard infantry unit contains 4 figures mounted on a one inch square base.

The rules are designed for larger battles.  They impose rules for leadership, morale, and unit combat readiness.  They also provide a rich source for designing vehicles if one has the time and energy.

Book 2 of Traveller introduces starships and offers a combat system more complex than the character combat system.  Movement is through vectors, ship’s abilities are modified not just by character abilities, but by software packages which may be loaded or unloaded each turn.  The size of the ship’s computer will limit what software may be active and in this way limit the choices available to the player.

The rules were used to create a board game, Mayday.  There is really not too much different here from the rules in the RPG but the game is easier to use in that a ship’s movement is tracked by 3 markers, one showing the ship’s position on the previous move, another showing the ship’s current position, and another used to determine where the ship will move.

A fifth book in the rule book series was added to cover battles between large fleets of ships.  The first version of the rules with somewhat murky rules is on the right.  The second version with rewritten and more understandable rules is on the left.

The fleet rules are closer in design to the character combat rules.  Opposing fleets lie at long or short range in relation to each other.  Fleets may close range or they may break off.  Additionally,  there are two lines of battle, The second line, the reserve, is screened by the first.

There are also rules for pursuit, planets, and more, and rules for boarding, the game being a post-Star Wars production.

For players wishing to avoid designing their own ships, GDW offered this handy supplement listing ships of the Imperial fleet.

Ogre

The Steve Jackson game, Ogre, always seemed to lend itself to miniatures wargaming.  The rules were simple, clean, and precise and the number of miniatures needed was minimal.  The original game offered pretty simple terrain.  The follow-up, GEV, improved on that.

The license for manufacture has been held by Martian Metals and Ral Partha.  Currently, the license appears to be held by Steve Jackson Games and can be purchased from Warehouse 23.

The original miniatures were based on the counter silhouettes created by Winchell Chung.  Over the years, other vehicles have been added but the original designs still remain relatively consistent.

The Martian Metals pieces had thin barrels for tank guns.  Howitzers were little more than a rod attached to a base and had a tendency to break.  Ral Partha strengthened the gun barrels and added more detail to the howitzers.  The incarnation of the Ogre miniatures now features plastic Ogres to replace the earlier pewter pieces.  Below, an example of the plastic Mk III Ogre alongside an earlier Ral Partha version of the same piece.  The main differences I noticed were less detail in the treads with no detail on the interior side and the rear and forward portions of the Ogre attached.

Other smaller pieces are still cast in metal.  They are attractively sculpted.  The pieces are a little too small to work well with the massive Battletech pieces even though the scale is supposed to be the same.  I have found that the infantry figures for Battletech appear to me to be a little bit larger.

Older metal Ogres alongside the plastic Ogres. The plastic Ogres are in red. The tan Mk V Ogre has not yet had its armament added. On the left, are two Battletech pieces, an unpainted Demolisher II and a Big Demolisher.

For fans of Ogre miniatures, these are the natural choice.  The Mega Force toys by Kenner also mix well with these.  With dedicated miniatures support, Ogre provides a nice alternative to Battletech.

Is Anybody Home?

Monty Monkey Cadbury Cococub

Yes, I am still here.  Both cameras have disappeared as usual.  Due to my 2-hour commutes and advancing years, I find that I am falling asleep a lot more than I would like and in those few conscious moments, either eating, cleaning the apartment, or watching TV.  I feel like a retired person who has not yet retired and find time very difficult to come by.

But recognizing my faults, I plan to do better.  At least, the Perry Confederate army is well on the way to completion.  I found the very last plastic figures off the sprues and it looks like a relatively small number.  Once I get them painted, I will be free to do some playing around with American Civil War Rules.

I also found that Warehouse 23 was selling plastic Ogres so now have a couple of poorly painted Mk III and Mk V Ogres as well as some GEVs which were on sale during the holidays.  I have never figured out what happened to my ancient copy of Ogre but I do have the miniatures rules, the GEV game, and a lot of old Martian Metals pieces so will get those photographed as soon as I figure out what I am doing with the cameras.

On a more upbeat note, I have become better at playing the banjo.