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.

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.

The Sword and the Flame

Likely the standard rules for colonial skirmish games at least in the US originally released by the Yaquinto game company but in print for years and still available at the Sergeants 3 website.

The rules are straightforward and simple to learn.  Chance plays a significant role even in movement as well as firing and close combat.  Additionally, a deck of cards is used to determine the order in which units move and fire.

The section of the rules on organizing a force offer some distinctions based on nationality.   Though all have units of 20 figures for infantry, the number of officers varies as does the weaponry and use of horse.  The firing chart makes further distinction between the different groups when firing.  For example, it takes 5 Egyptians to score a hit, 4 British.  Nationality also defines the formations available with the British and Egyptians being the only groups able to enter close order while native spearmen are relegated to a mass formation.  The rules offer explicit figure proportions for balanced games.

The simplicity of the rules and the heavy element of chance probably make the rules of more interest for people interested in a game rather than a meticulous simulation.  Games involve relatively limited number of figures and move quickly.  The only unusual requirement is a deck of cards.  Cards that introduce national distinctions are available through The Virtual Armchair General.

 

Volley and Bayonet

GDW even more than SPI and Avalon Hill could be all things to all gamers, from RPGs to board games to miniatures rules. Volley and Bayonet presents a shift away from the more fiddly and detailed tactical rules of the time towards something which in some sense is closer to a board game than one with miniatures.

The rules cover land warfare in the 18th and 19th century between massive armies.  As such, the ultimate unit is the figure base representing roughly a brigade.  The number of figures mounted on the base is meaningless though for 25mm, the recommended number is 10 through 12 with an appropriate label naming the unit.  A person could if they wished mount as few or as many figures as they wish.  The base size and label are really the most critical pieces of information.

Scale is also along the same lines with an inch = 100 yards.  Each turn equals an hour of time.  The goal is to allow players to game very large battles in a space around the size of a ping pong table.

The rules do not present the kind of competitive format as in WRG games.  They are intended to simulate engagements rather than promote a contest of equals.

The rules are still in print.  The quality of the rules shows an understanding of miniatures play that the authors achieved through experience.  Of course, supplements abound.

An interesting and unusual supplement for the American Civil War, this slender book provides scenarios for battles in the eastern and western theaters.  It includes a few smaller battles requiring a few bases of figures.  A scenario will include a map of the terrain as well as a breakdown of the units available and the strength points assigned to them.

Additionally, there is a section in the back of the book which utilizes the GDW game A House Divided as the basis for a campaign game.  Instructions are provided for transferring a battle from the game board to the table top using generic units from both North and South.  The actual game board is included in a rather dull black and white so owning A House Divided is not a requirement to playing a campaign though the actual board game will look a lot nicer.

 

Summer’s Over


Summer is gone very fast. The weather has cooled and Homecoming Day is only one day from now. The rainy days have ended and the blue sky days have arrived. I am making plans for Christmas but thought a recap of summer was in order.

The trip to Prague went without any real missteps or successes. Once again, I missed doing the things I had planned to do. Prague was not as friendly a city as some. People would get a ‘look who’s just walked in the door’ expression when I would come in. I did just through dumb luck chance upon a hobby store. It was a disappointment. A lot of Airfix and Revell plastic kits and not too much else though there were some nice vehicles for model railroads. In my finest Czech, I asked how much they cost. With a withering look, the man behind the counter handed me a card, told me that there was a website listed on the card, and I could look up the price there. I retreated quietly from the store.

Not much else happened in Prague. There were hordes of tourists where one expected hordes of tourists. The only time the Czech language was useful was once when I tried to get a small plate for my daughter and the waiter thought I was asking for a side dish. The Vyzerahd Citadel was a pleasant walk and Andel was an interesting area. My daughter was delighted with the Kingdom of the Railways and had to be dragged away. Beer was plentiful, food was hit and miss. The trams were fun to ride on and I had my one moment as an experienced tourist instructing a British woman to board the No. 22 tram on the other side of the street to reach Prague Castle.

Back home, I weathered a hurricane. The storm was expected to peak at 2 in the morning but when 2 AM arrived, the rain and wind lightened and the frogs in the backyard started singing and the hurricane was past. Nothing was broken or pushed over and nothing flooded. The toddler slept through it all.

I have stacked as many rule books as I could find on a bookshelf. I am furiously trying to paint all the plastic Perry miniatures that have been piling up and am within sight of success. I painted enough Assyrians to start looking for some matte board to mount them on. I also have more 10mm Saxons than I know what to do with.

It was a forgettable summer in some ways. At least, I have a moment to write about it.