Triumph Renovation part 2a: Warring States Chinese

To take advantage of Museum Miniatures’ January sale, I placed a large order for Warring States Chinese figures to bring my triple army up to date. So far I have painted up a lot of Bow Levy, and rebased my DBA 4Sp figures as Light Foot for Early Warring States.

All of the figures are Museum. The red guys were painted by JM, the rest by me.

After I finished painting up all the Bow Levy bowmen, I read the Meshwesh army list more closely and realized I should’ve gotten crossbowmen instead. I opted not to restart from scratch. I have about 5 more bow figures that I will eventually base as Skirmishers or Archers depending on what the army needs when I’m finished.

Newly painted Museum 15mm Warring States Chinese bow levy.

After rebasing, I got 16 stands of Light Foot out of my 12 stands of 4Sp and assorted spare spearmen. This is not quite enough for a triple Early Warring States army; it looks like I may need to buy a few more packs of spears or just pretend my halberdiers are light foot.

Rebased Warring States Chinese Light Foot, Museum Miniatures

JM’s basing didn’t match mine, and the paste he used ran off the sides of the metal bases, so I decided to rebase his 3Cb as proper Archers, and rebased a few Skirmishers for good measure.

Rebased Museum Miniatures Archers and Skirmishers

Running tally of Triumph Conversions

This post

  • Newly Painted: 12 elements; 36 figures (plus 5 not shown)
  • Rebased: 20 elements

Total

  • Newly Painted: 34 elements; 109 figures
  • Painted/Rebased: 7 elements; 8 figures painted
  • Rebased: 32 elements

 

Triumph Renovation part 1: Greek, Thracian, Macedonian, and Persian

I’ve started playing Triumph. After building a few armies out of my existing DBA figures, I decided to build up my armies to better work with Triumph. Depending on the army, this means either rebasing elements or painting new ones to increase the size of the force.  I’ve had to do a little of both, to get my Classical armies up to date.  Clearly I need to adjust my depth of field  and get some better lighting before I take too many more pictures.

I started with figures I had on hand that extend the armies I already have painted. My first batch was enough Greeks and Thracians to at least be able to field single armies.

Now that Greek Hoplite armies are mostly Heavy foot but with some Elite Foot, I need both more elements in total and some different elements to distinguish between Heavy and Elite.  I painted up some Essex Later Hoplite Greek figures wearing metal breast plates to represent Elite Foot, as well as a dedicated general and a few more linen armored units.  Everything is hand painted including the shields, but my decreasing eyesight is becoming apparent.  Along with my 12 Spartan Hoplites this is more than enough to field most Hoplite-heavy Greek armies or a Persian triple army mercenary Hoplite contigent.

Newly painted Essex Later Greek Hoplites, 15mm

The other major change in Greek armies was reclassification of light troops from Psiloi to Rabble.  I had 2 elements of Greek Psiloi that I rebased as Rabble, and eventually I painted some more to bring it up to 4 rabble. The paint jobs were close enough that none of the figures stand out, once they’re based consistently.  I also painted 3 elements of Thracian Light Foot to augment my Thracian army.

Thracian light foot in the front; Essex figures with maybe a few Old Glory? Rebased Greek Rabble in the rear; Essex 15mm
A combination of rebased and newly painted Greek Rabble: mostly Essex, some Old Glory.

Along with the Greek Rabble, I also painted a bunch of Javelin Cavalry for my Alexandrian Macedonian army. Most of these represent Thessalian Cavalry, but there’s also an element that is more plausibly Thracian.  This is a mix of Magister Militum (Chariot) figures and Essex 15mm. The size difference is apparent if you’re looking for it, but not so bad when they’re based consistently and with only two horses per element.

Newly painted Greek and Thracian cavalry for Alexander the Great. Essex and Magister Militum 15mm

Thinking a bit harder, I don’t remember what order I painted all these in, so I might’ve gotten some of it wrong.  In any case, I also needed way more Hypaspists for a triple Alexander the Great army, and my existing Hypaspist needed to be rebased as Raiders.  I could’ve chosen Pike, but I don’t yet have a full set of Alexandrian pike yet, so I decided to make the Hypaspists Raiders for variety.  These were Old Glory figures I got from JM unpainted.  I declined to paint even more Alexandrians looking like clowns, and chose more straightforward colors for their armor.  The shields and plumes are enough color for these elements. I also had a few elements that were previously “4Ax,” but the closest equivalent in Triumph is Greek Mercenary Peltasts (Light Foot); so, more rebasing…

Newly painted Alexandrian Hypaspists: Raiders; Old Glory 15mm
Rebased Hypaspists (Raiders) and Greek Peltasts (Light Foot); 15mm Essex

Next are some mostly rebased Persians, augmented with newly painted Light Foot. I had 4 stands of Persian 3Ax with identical figures on each set of 2 stands, as well as 6 more identical unpainted peltasts.  I painted the 6 remaining guys and rebased everything with different figures on each base for variety.  You can find the newly painted figures if you look hard enough, but the paint jobs are close enough to match well.  I also rebased a bunch of DBA 3Cv stands as Javelin Cavalry, including the general, who is no longer allowed to go into battle on a chariot.  Good for morale, bad for King Darius’ hemorrhoids.

Persian Light Foot; Essex 15mm. Mostly rebased, with the guy sticking his arm out to the right on each stand newly painted.
Rebased Persian Javelin Cavalry; 15mm Magister Militum (Chariot) and Essex.

At this point I have a lot of options for an Alexandrian Macedonian triple army in Triumph, and limited choices for Later Achaemenid Persians. I may pick up some more Light Foot figures for the Persians, but I have enough mounted troops for now.

Rebasing figures that were originally based on metal bases, attached with either super glue or epoxy, is basically not a problem at all. The figures can be removed easily with an X-acto chisel blade, and it gives me an opportunity to update my basing. I’m not sure how difficult it will be to remove figures from wooden bases.

Running tally of Triumph Conversions

  • Newly Painted: 22 elements; 73 figures
  • Painted/Rebased: 7 elements; 8 figures painted
  • Rebased Elements: 12 elements

Later Pre-Islamic Arabs; Alexandrian Macedonians

In preparation for posting images of newly painted figures, I’m catching up on some older pictures I never posted.

These figures were painted in 2013-2014, but I don’t think I ever posted pictures of them.

First is a Later Pre-Islamic Arab army I built for BBDBA. Most of the figures are Essex, I believe; but frankly I don’t completely remember.

Later Pre-Islamic Arab army, 15mm

Next are two stands of Companion Cavalry for Alexander the Great’s army.

Alexandrian Macedonian companion cavalry, 15mm Chariot (Magister Militum) miniatures

Fall-In 2013

Another year, another Fall-In convention.  The more conventions I go to, the less new and different I have to say about them, so I’m going to go over some of the “big picture” items that I usually ignore, and only briefly cover the events themselves.

Walter White helps me with my
convention registration issue.

Gaming conventions are great fun, and they’re a wonderful way to get a big dose of gaming in over the course of the weekend.  I learn more in a weekend at the convention than the entire time between conventions. My room for Cold Wars 2014 is already reserved, and I should probably go book for Fall-In as well.

As usual in recent years, I played nothing but DBx games: DBA and HotT.  Fall-In is the smallest of the HMGS-East conventions, but there are enough players and GMs to field a full schedule of DBA and HotT games, from Thursday evening to Sunday morning with minimal breaks.  All the DBA games were run using 2.2+. Nobody plays 2.2 anymore, and 3.0 isn’t released yet.

Ancient and Medieval wargaming is in a bit of a funk at the conventions these days.  Although we have enough players to fill DBA tournaments, there is very little support in the vendor hall. The space where Wargames Minis used to be is still a huge hole in the back of the hall, and many other vendors seem not to bring their 15mm ancient and medieval figures in recent years.

If you’re interested in buying painted armies, there seems to be a big selection of DBA armies in the flea market; so there’s that, at least.

Luckily, Gale Force 9 have their bulk MDF bases back in stock, hopefully permanently.  I stocked up on 25mm scale HotT bases on Friday before they ran out.

As I paint more armies, each army I paint becomes less and less useful to my overall collection.  When I had 2 armies, painting a third was a huge benefit: on average it would see use 1/3 of the time.  Now that I have over 30 armies, each new army I paint provides only a minuscule benefit over the ones I have.  I play DBA so infrequently outside of conventions that the only way I can guarantee I’ll play an army is if I paint it for a specific themed event.

With that in mind, I built 3 armies in preparation for Fall-In 2013.  I painted Neo-Assyrian Later Sargonid for BBDBA, but didn’t end up using it.  The Two Davids campaign event always provides a good motivation to paint a new army, so I painted Georgians.  There wasn’t any other event at the same time as the 25mm DBA event, so I rebased a 25mm Early Polish army, though I didn’t paint the figures.

Mark Bumala is annoyed that Rich forgot the terrain mats.

Every convention, The Stooges from Pittsburgh run a Prologue event: an element-themed tournament on Thursday night.  This time around the theme was “Long Pointy Things.” Eligible armies required at least 4 elements of Pike. These aren’t historical formats, and don’t tend to produce historical matchups. They often result in fairly balanced army matchups, but some metagamers try to turn it into an “armies that beat the element theme” event.

After winning 3 rounds undefeated, John Manning’s nearly naked Sumerians carried their Long Pointy double entendres to victory. I brought Seleucids.  Although I tend to consider Alexander and his Successors as the main source of DBA Pike armies, I didn’t face any other Classical pikes. John Manning beat me with his Sumerians; I beat Mark Bumala’s Low Countries; and Roland Fricke beat me 5-3G in a very close battle with his Low Countries army.

I really like the later Sumerian army, but it’s only because their heavy chariots are donkey-pulled 4-wheel carts.  At this point, the army composition is so similar to a Successor army that I just can’t justify painting the army without a themed event to play it in.

They did that?  Their C-in-C hanging out on our left
flank should be easy to pick off…

The first Bookend event is Big Battle Doubles, held all day on Friday.  Typically this event is run in two separate player pools, using either round-robin or swiss pair matchups in each group depending on the player count.  After three preliminary rounds, the winners of each pool are supposed to play a final to determine the overall winner.

In recent conventions they’ve been using a historical theme, and this time around it was chariot-era biblical armies.

Team Two Davids won their pool as they usually do. Spencer Ginder and his wife, team Comedy and Tragedy, won the other pool.  Since both teams live in the DC area, they decided to finish the final outside the convention.  I haven’t heard the final results yet.

Team Comedy and Tragedy: Christine and Spencer Ginder

I partnered with Jack Sheriff, making him the second player I’ve partnered with more than once. We formed The Team With No Name, despite Dave Schlanger’s attempt to retcon us into The Team Who Shall Not be Named. I’d be happy to join forces with him again; we both have the right combination of laid back but competitive.

We decided to take Neo-Assyrian Later Sargonid with a Saitic Egyptian ally. I planned to paint a Sargonid army with an ally for BBDBA before I partnered with Jack, but he had the army so I didn’t need to finish painting it.

In the first round, we faced Mark Burton and John Svensson, whose team name I forget, and their Lydian army. They defended and tried a bold, daring deployment that put most of their forces on our weaker right flank, but exposed their commander in chief on the end of their line.  Truthfully, they put up a good fight and lasted several turns longer than I anticipated; but they lost in the end.  We won 78-22.

In the second round, we faced team Comedy and Tragedy and their New Kingdom Egyptians.  We lost 2-98.

Versus The Stooges. Before: Deployment.

We were determined to take our lessons learned into the third round, where we also faced New Kingdom Egyptians with the same composition.  This time, they were piloted by the Stooges: Larry Chaban and “Diceman” Rich Baier from Pittsburgh.  I came all this way to fight you?

Jack Sheriff is known as “the butcher,” and in this game we all helped him earn his title.  In the end we lost 41-59, but it was one of the closest BBDBA matches I’ve seen. We were close to testing whether it was possible to gain more points as a loser than as a winner.

Versus The Stooges. After: Carnage.

The victory conditions for BBDBA say that you win if you have broken the enemy’s C-in-C command, or have killed more than half the enemy’s elements and also have more elements killed than they do.  Big Battles uses a triple army, 36 elements, so half the elements are 18.

Near the end of this game, we were tied 17 elements to 17. They broke one of our commands early on, but we broke two of theirs shortly after.  It was their turn, which meant that it was their turn for their elements to flee off the board, but also their turn to attack us and kill more elements.  Unfortunately they were able to kill 18 elements before we could catch up, securing their victory. They won 19G-17G/CinC: a Pyrrhic victory if there ever was one.

After this battle of epic proportions, the four of us decided to go to dinner rather than participate in the Friday evening event.  On Roland’s advice, we drove a few miles away to a “Mexican” restaurant. This turned out to be a high quality Latin-American restaurant that was an absolutely amazing find for Lancaster, PA: El Serrano.  After the loss of the Thai restaurant, and Tony Wang’s going down hill, it was great to find another place to eat good food.  I had the Lomito and two excellent Margaritas, and didn’t regret missing a DBA event for the experience.

Pyramid event, final round.

On Saturday, I ran a Pyramid event.  In this format, the loser of the each round joins forces with the winner in a multi-army battle in the next round.  The 8-player pyramid results in 3 rounds culminating in an 8 player 4-on-4 battle.

This time around, I chose an Alexandrian Successor theme. In the final round, Larry Chaban as C-in-C of the Athenian Empire defeated Dan Loych, C-in-C of the Ptolemaic Empire, to secure Greek dominance over their Macedonian underlings.

A new target! I mean, Otto.

Saturday afternoon, there was only one event: a 25mm book II/III tournament.  I usually don’t play 25mm, but 2.2+ normalized the rules across 15mm and 25mm, so I decided to take an army rather than do nothing. I could have taken my Early Spartans, but a wall of spears with a single Psiloi is fairly boring.  I decided to rebase some painted Medieval figures I had into an Early Polish army, instead.

In the first round, I beat John Svensson’s Normans 4-0. Next I faced Jeff Franz and his Skythians; he didn’t roll enough 6’s for PIPs, so I beat him 3G-1.  Finally, I faced John Manning’s Hsia-Hsia and won 4-2 to end in an undefeated victory. And so, I qualified for the NICT again even though I am unable to attend Historicon.

Saturday Night is the other Bookend event: the Two Davids Campaign Theme.  This convention, the theme was God Wills It!, a Crusader theme. I played the Georgians, alone in the corner as usual.  I’m not very good at parties.

I never took a vassal, but I won 2 rounds out of 5 (“Beat up on kids” according to Larry), killed a general, and ended the game independent, netting me 7 points and a solid middle-of-the-pack position.

Sunday Morning, instead of going to Perkins for their extreme bowel cleansing service, I decided to play the Hordes of the Things open.  I brought Professor Hans’ Metal Minions.  I won one round and lost 2.  Scott Kastler’s magician army was a very interesting opponent.

It was another great convention, and I look forward to Cold Wars in March.  In the mean time I have at least 3 DBA armies to paint, and I plan to field a new HotT army for the Sunday open as well.

You should join us! It’s fun, and there’s beer.

HoTT Army: Professor Hans’ Metal Minions

Here is my latest Hordes of the Things army: Professor Hans’ Metal Minions.  I just made that up.  I finished this army before Cold Wars, but didn’t get a chance to post about it yet.

Professor Hans’ Metal Minions
Professor Hans and his Avatar: Magician General.

Professor Hans was afflicted with Polio at a young age.  For years he studied Science, Technology, and the dark arts of Alchemy to try to find a solution to his frustrated confinement. After receiving a small mechanical assistant robot from his uncle, he began experimenting with building ever more complex mechanical bodies.

Eventually he invented a mind-machine interface that allowed him to give his creations the autonomy they deserved. This army is the result of years of experimentation with transplanting insect and animal brains into mechanical bodies.

His work must continue until he feels he can successfully transplant his own brain into a suitable host body.  In the mean time, his army gives him the tools he needs to find human subjects for further experimentation.

Professor Hans’ Brass Spiders: 4x Beast

This army is built primarily out of Mage Knight figures, but there are a few from other prepainted sets: Dungeons and Dragons and Dreamblade.  I repainted, touched up, and/or converted all of the figures in one way or another.

Professor Hans is a figure called “Gent” from the Dreamblade series of prepainted miniatures.  I repainted him with a brass colored integrated wheelchair.  In his hand he holds the Aetheric Impulse Controller for his Avatar, who can shoot its Aetheric Wave Gun at enemies that Hans has a particularly strong interest in.  Hans’ Avatar is a repainted Mage Knight figure.

Professor Hans’ Camel Backs: 2x Shooter

His brass spiders are early creations that use a spider’s brain to control their steam powered bodies.  They are Mage Knight figures that originally had riders.  I removed the riders, filled in the seats, added smoke stacks, and repainted them all.  These are Beast elements.

The Camel Backs are an early success with Hans’ use of the mammalian brain.  They carry steam boilers on their back and shoot cannons instead of spitting. These are Mage Knight figures repainted silver with brass highlights.  They are Shooter elements.

Professor Hans’ Turtle Men: 4x Blades

The Turtle Men use brass bodies controlled with the brain of a snapping turtle.  They are mixed Mage Knight figures, also repainted in a better brass color with matching color highlights.  They’re Blade elements.

Papa Bear is a giant steel mech controlled with the brain of a bear.  It’s a Dungeons and Dragons prepainted figure. Most of the paint is original, but I changed the highlights from copper colored to brass so they’d match the rest of the army.  This is a Behemoth element.

The Dragonfly combines Hans’ insect brain interface with a flying mech that uses his newer, smaller power sources.  It’s a flyer. This is also a Mage Knight figure that had a seat and a rider. I filled it in and repainted portions of the figure.

Now all I need is a stronghold!

Professor Hans’ Papa Bear: 1x Behemoth

 

Professor Hans’ Dragonfly: 1x Flyer

Cold Wars 2013

JM decided not to go to Cold Wars this year, but luckily Mike Kaizar did.  It’s always more fun to go to a convention with a friend, even when there are more friends waiting for you when you get there. He drove from Columbus to Pittsburgh, and we left late enough that we got to Lancaster at 8 or 9pm.

BBDBA Doubles

First thing on Friday Morning, as usual, was BBDBA Doubles. This was the first time Mike and I have partnered for BBDBA, and it went quite well overall.  I hope Mike keeps coming out to more conventions in the future; I’d happily partner with him again.

This was the first BBDBA event I’ve played in that had a historical theme: Medieval Europe. We took my recently finished Early Hungarian army. I filled out the third army by building a morph army out of my Germans, Early Russians, and other random figures. Many of the figures were identical except for the paint job, so they matched well.

I’ve wanted this army for a long time, and was very interested to try it in BBDBA.  For the Ax/Bw option, I would ordinarily have chosen all Auxilia.  However, since this was BBDBA with a Medieval Europe theme, I expected to see relatively little bad going (except when playing against The Davids), and a substantial number of bows in our enemies’ armies.  I decided to take 3x3Ax, 3x3Bw.  In retrospect, I’m not sure if that was the best choice or not.  3 bows wasn’t as many as bow-heavy armies had, so it may have been better to take all bows or all auxilia.

Early Hungarians vs. Two Davids playing Feudal English with Welsh ally.

In the first round, we faced Two Davids: David Kuijt and David Schlanger.  They were playing Feudal English with a Welsh ally. We ended up as the attackers, and as I expected, we saw a good amount of terrain.

In this game, our command structure used three combined arms commands, with elements shifted around to get good break points and PIP management.

  • High PIP, 13 el, BP 5: 2xKn(Gen), 2xCv, 5xLH, 3xSp, 1xPs.
  • Mid PIP, 13 el, BP 5: 2xKn(CinC), 1xCv, 3xLH, 3xSp, 3xAx, 1xPs.
  • Low PIP, 10 el, BP 4: 2xKn(Gen), 1xLH, 3xSp,  3xBw, 1xPs.

The Davids had one large English command and one tiny one: their C-in-C had 3xKn, 1xCv, and 4xHd, which they taped in place around their camp.  This meant that they could attack with their C-in-C command’s mounted, and they’d have to lose 3/4 of its elements in order to break.  It made it easy for them to combine two or 3 commands against one of ours, and its small size made it hard to reach and even harder to gang up on.

Our commands worked quite well, but unfortunately our attack didn’t succeed quickly enough to win. It ended up fairly close: we lost 25-75. It was a good matchup and a fun game; a great way to start the convention.

Early Hungarians vs. Comedy and Tragedy playing Low Countries.

In the second game, we faced Comedy and Tragedy: Spencer and Christina Ginder.  They were playing Low Countries: a pike army (with knights).  Their forces were less mobile than ours, so they had terrain on the board again.  That was satisfying, but also made me question whether this army composition for Hungarians actually wants very much terrain.

In deciding what command structure to use here, I considered how Spencer might use his pikes.  Many players combine their pikes into a single huge block, give it the low PIP die, and sit it on defense.  Some build a single large pike block but spread it across two commands so they can attack with it. Others maintain several separate combined arms commands.

Large blocks of pike are hard to break but easy to avoid, and they’re easier to use effectively.  Combined arms is more flexible, but more difficult to use and easier to break by killing things other than the pike.  We decided to build a very mobile force that would be able to quickly and easily outflank a large block of pike, if they brought one to the field.  Our main force would follow up to pin their line in place, preventing them from effectively turning to face our flank attack.  Our approximate command breakdown:

  • High PIP, 10 el, BP 4: 3xCv (Gen), 7xLH.
  • Medium PIP, 16 el, BP 6: 4xKn (CinC), 1xLH, 6xSp, 2xPs, 3xAx.
  • Low PIP, 10 el, BP 4: 3xSp (Gen), 3xBw, 1xPs, 2xKn, 1xLH.

It turned out the Ginders decided to use multiple combined arms commands, but we maintained our plan: a fast flank attack where we intended to win, and a slower frontal press where we hoped not to lose.  They deployed with a gap in their line for flexibility, but unfortunately couldn’t use their third command to both fill the gap and protect their flank effectively.  This stretched their command radius to its maximum.  Their combined arms commands had pike and knights interleaved, making it difficult to get optimal local matchups.

Our left flank attack arrived quickly, but took a long time to become effective.  We tied up a larger number of the enemy’s troops with my smaller mobile command, but unfortunately our high PIP die was committed to that use alone. In the mean time, we started winning more quickly elsewhere.  In the end, the battle didn’t go as we had planned, but we did win 92-8, so I have no complaints.

The lesson we learned here is that you really don’t need a very large flanking force to be effective, if you can truly get around the enemy’s flank; but you do need a lot of time if you’re using resilient weak forces (LH) versus a stronger enemy who can’t kill you (Pk).   The terrain made it difficult to support our flank attack effectively, since we didn’t have any bad going troops in the attacking command.

Early Hungarians vs. Doug Austin’s Condotta with Swiss ally.

The third game was the first time we rolled low enough to defend and place terrain.  Early Hungarians are Steppe, not arable, so we placed a bunch of small bits of rough and a few hills.

Our command split was the same as in the first game. We placed our Mid and Low PIP commands first, with a gap between them so we could wheel them both to the right or left depending on our needs.  Unfortunately, our terrain was offset to the left a bit farther than we’d prefer, leaving little space to deploy our third command on that side.  This made our third deployment possibly a bit too obvious.

Doug deployed to overlap our line on both ends, as expected; and we deployed our third command on our right flank, also as expected.  This left us with a lot of room to outflank him on our right, but he overlapped us on our left.

Doug quickly second-guessed his deployment, and decided he needed more troops on his left (our right) flank.  He started spending PIPs to redeploy knights from his right to his left behind his line, as he advanced slowly and we tried to press on as quickly as possible.

We had the early game advantage due to the PIPs he was spending on redeployment and having his troops out of command. I broke his command on our right flank, but unfortunately I was too aggressive with my CinC command, and ended up suffering losses where I should have just been holding the line and waiting for my right flank to keep winning.  We started losing elements on our left flank, and eventually lost enough elements in our CinC for it to break.  It was a good game, but we lost 16-84.

My first goal for BBDBA was to win a game, and I accomplished that with JM several conventions ago.  After that game, my second goal was to finish with at least 100 points.  We achieved that in this tournament, after a strong win and two losses that actually gave us points.  BBDBA Doubles is one of the highlights of every convention, now that I’m competent enough to feel like I have a chance of succeeding in most of the games.

Quad Themes

Friday night was Roland Fricke’s Quad Themes event.  There were 4 rounds, each played with a different army from a different historical theme.  At this point I was fairly fried, so I’ll just give a rundown of the results.
In round 1, I played Early Egyptians (I/2a) and beat Mark Pozniak’s Nubians, 6-5.  Next, I played Later Achaemenid Persians, and beat Dick Pagano’s Macedonian Successors 4-1. In the third round, Rich “Diceman” Baier’s Later Imperial Romans (East) beat my Ancient Brits 4-2.  I got to play Mike Kaizar in the last round, but it was a poor matchup for him: my knight-heavy Feudal Spanish faced his blade and raider Vikings. He won anyway, with a 1g-0 victory in one of the first rounds of combat.

Alexander the Great Theme

On Saturday morning, we were forced to get up way too early, for Mark Pozniak’s 8am event: an Alexander the Great theme.  I brought Later Achaemenid Persians, and lost all my games.  I didn’t write down my opponents’ armies, unfortunately.  Mike Guth beat me 2C-0.  Bill Fisher beat me 4-2.  Kristy Faux beat me 4-3.

Unification War: Rise of the Son of Heaven

On Saturday afternoon, I ran a Pyramid format event with a Warring States Chinese theme.  We used Limited Attrition rules as described on the Buttocks of Death Wiki.  

Warring States Pyramid, final round of 4-on-4.

We had two new, young DBA players: Otto, Dave Schlanger’s son, and his friend BJ.  They had a lot of fun, and I expect to see them playing DBA at more events in the future.

The Commanders in Chief in the final round were Otto leading his Chu empire against David Kuijt’s Qin empire.

These 4-on-4 games usually end up being more like several 1-on-1 games next to each other, rather than having as much interaction between commands as you have in BBDBA, but they are still quite fun; and that’s the real point in the end anyway.  Everyone seemed to enjoy the Pyramid format, and the limited attrition rules worked very well, as they did at last year’s Cold Wars.  I think I prefer running Pyramid events rather than Matched Pairs.  I like having fixed signups and a tighter historical theme, and it’s easier to handle the matchups when the pyramid is constructed before the event starts.

Two Davids Campaign: Recovering Byzantium

The real reason I had to paint Early Hungarians before this convention was the Two Davids campaign event: Recovering Byzantium.  The campaign was centered around Byzantine states in 1230AD, and Hungary was on the outskirts.
In the first round, John Manning attacked me with his Byzantine army, and I lost 3-4.  Not a great start, but that’s okay.  In the second round, Jack Sheriff’s Syrians attacked me and I beat them.  Next, I attacked Mark Burton and failed to capture a vassal.  
In the final round, I had a high number, and I was surprised to be allowed to attack someone again.  When my number came up there were 4 of us left. I attacked Dave Schlanger, and beat him; acquiring a vassal.
After the fourth round there was a bit of an incident… I won’t go over the details, but you’ll never fail to  remember it if you were there. It pretty much put an end to peoples’ enthusiasm for a fifth round.
I still enjoy the campaign events.  I think overall, I enjoy events with a very strict army list best, because they provide me with the most motivation to paint more interesting armies.

Hordes of the Things Open

Hordes of the Things: Fire vs. Ice played by BJ.
On Sunday morning, Mike met his parents for breakfast and I played Hordes of the Things.  I brought my Die in a Fire army.
For this event, my composition was: Mg (gen), Beh, Drg, 3xBd, 2xFly, 2xLrk.

In the first round, I faced BJ’s Ice elemental army.  Unfortunately we didn’t get to use the pretty elemental terrain board.  I lost 8-12g.

Next I faced Otto’s Slaad demon army: basically giant lizard demons. I beat him 6g-2.

Hordes of the Things: Fire vs. Rick Wynn’s Wild Hunt of Faerie.

In the final round, my fire elementals faced Rick Wynn’s Wild Hunt of Faerie (Oberon, Titania Elves) army. Rick’s army was beautiful, built mostly out of Games Workshop plastics.  He did a wonderful job of building an exactly 24 point army with a very specific theme.

After a bit of posturing, our magicians made it into range of each other.  I decided to try to ensorcel his general with mine on the first turn I had a chance, because he had two magicians and could get a better shot against me if I waited.  This turned out to be a tied roll, the only result that didn’t end up with one of us losing instantly.

In the next round Oberon returned the favor, with Titania’s help, instead of ensorcelling with Titania and having Oberon help.  Despite his better combat factors, I rolled high enough to beat him and pull the instant win: 4g-0.

This was the first time I had used a Dragon in HOTT.  I have mixed opinions about it at this point; it’s powerful and looks cool, but it’s also easy to lose and you don’t get any overlap support from friendly elements.  I think the key might be to use it with fliers who can provide flank and rear support more easily.

It turns out that after my two wins and favorable loss, I ended up tied for first place with BJ.  Since he beat me, he won the event overall.  Congratulations, and I hope to see you back for more games!

It was another great convention, and I’m glad I went. I won’t be making it to Historicon, but I look forward to more great conventions in the future.

Battle at the Crossroads 2013

Apparently I’m about a month behind on posting event reports.

This year’s Battle at the Crossroads was on February 22nd. There were only 6 players for DBA, so instead of running a pyramid event, we ran a normal 3-round tournament, and ended with a 3-on-3 game “for fun” with the top two players as C-in-C of each side.  The games were played with DBA using the 2.2+ extensions, and I had a new set of MU sticks made for the occasion.

3-on-3 Battle at the Crossroads; John Loy and Larry Chaban.

I won my first two games, against Daryl and then John Loy.  In the last round of standard play, Larry finally broke his 2-year losing streak against me, and beat me.  I’m officially no longer his nemesis.  Sooner or later he’s going to have to find JM and beat him, since apparently Larry has never beaten him…

For the final 3-on-3 game, Larry and I were commanders-in-chief. My allies were the two players Larry beat: Mike Kaizar and Bob.  Larry commanded John Loy and Daryl.

Everything was going well overall, but then Mike’s command broke on our right flank.  Soon after that, Daryl’s command broke opposite Mike.  Unfortunately, Bob broke before we could break the enemy, and it was all downhill from there.

The army selection was fun this year, with a biblical theme.  The games were over quickly due to the low combat factors, which allowed us to fit in 3 single games and the triple game, and still get home at a reasonable hour.

This was a good event, but we need more players!  What happened to the days of bringing 4 or more players from Pittsburgh?

Malifaux: Terrain

We finally made time to play another game of Malifaux.  Frank, Andy, JM, and I played two games side-by-side on a 4×6′ board set up with terrain set up for two adjacent 3×3′ boards.  This was a good showcase for my Malifaux terrain, so I took some pictures.

A Ronin attacked by mechanical spiders in the woods

Frank played his Viktoria crew against my arachnid-heavy Ramos crew.  Andy’s Colette box set tried to fend off JM’s Freikorps.  Frank crushed me utterly in 4 turns, while JM destroyed Andy’s dancers in 6 turns.

After trying and failing to enjoy the Terraclips terrain, we’ve fallen back to using area terrain pieces on a Terrainguy map.

The terrain here is an amalgam of pieces from a variety of sources that I’ve collected over the last decade or so.

Malifaux terrain: city and outskirts

Some of the buildings are Mordheim terrain from the box set. Others are completely scratch built and hand painted by Frank.  Some are made from inkjet printed walls glued to foam core. The hobo village around the swamp is plastic O scale railroad terrain.

The grave stones and piles of skulls are from Michael’s craft store during Halloween season.  The graveyard was scratch built by Frank.  There are railroad trees, cast resin stumps, and strips of cloth for roads.  The barrels were store bought pre-painted terrain.

Colette versus the Freikorps in the streets of Malifaux

I scratch built the swamps and rough ground area for dual use with DBA and Malifaux.  They’re made of thin plastic with rocky sand glued on, followed by paint and flock.  The water areas are done with glossy varnish slopped on over the paint.

Frank scratch built the board fences for Warhammer Fantasy, and I built the stone walls using Hirst Arts plaster molds.

Overall, I like the way this terrain looks, works, and stores better than Terraclips.  I could see adding a few standalone Terraclip buildings to this kind of game board, but I don’t think I’ll be trying to lay out an entire board of Terraclips terrain again any time soon.

Playing Malifaux reminded us all how much we enjoy the game, and we plan to play again soon.  Unfortunately the game seems to be changing faster than we can keep up with, since we don’t play regularly.  Luckily it’s still enjoyable with older models.

Games with Ezra, Part 1

Ezra, about to start a game of Hordes of the Things.

My son Ezra is now 5 years old, and he has enjoyed playing games of all sorts for as long as he’s been able to play.  Here are some of the games we have enjoyed playing together so far.

He has a great capacity for learning game mechanics, and a long enough attention span to finish a game that he’s truly interested in.  Most of the time he’s able to handle loss well enough to want to play again. The biggest challenge I’ve had in finding good games to play has been that he’s only just starting to learn to read.

For now I’m limiting this list to games that adults can play with kids, and those that are surprisingly appropriate for children (or at least for Ezra) instead of the ones everyone knows work well with kids.  This isn’t a game review, and I won’t be teaching how to play the games; but I will mention any changes we made to make the games more playable.

Cartagena

One of the first “real” games we played together was Cartagena.  When we first started playing, I removed the “move backwards to draw cards” mechanic and turned it into a “play one, draw one” game.  This helped him learn the mechanics and the strategy of skipping over full spots to move forward more quickly.  In the last year or so, we’ve started playing with the full rules instead, but we don’t play as often as we did.

Carcassonne

Carcassonne is fairly commonly known to be good with kids, except for the farmer scoring mechanic.  The Hunters and Gatherers version can work a bit better, because scoring hunters is a bit easier, but I find it to be a bit more bland, and young kids still have a hard time thinking ahead far enough to know whether to place a hunter or not.

Castle Panic

And our third entry in “Games that start with CA” is by far Ezra’s favorite and most played game.  At its height we were playing for hours on end, and I’d get sick of it before he did, but at this point he rarely maintains interest long enough to finish a session anymore.
Castle Panic is especially good with young kids, because it is a cooperative game.  You play with open hands, make plans together, and accomplish goals with each others’ help. We both prefer playing this one with the Wizard’s Tower expansion.  Although there are cards with words, they all have unique pictures, and when we were playing this game regularly, Ezra could recognize and summarize every card in the base set even though he wasn’t really reading any of them.  The most challenging aspect of this game, for grown-ups and kids alike, is to make plans for your whole turn before you start trading in your cards.

HeroQuest

Marla found a copy of HeroQuest at a yard sale for around $3, and it was a great investment.  I’ve finished more dungeons with Ezra than I have with adults. We played this one semi-cooperatively: I played the dungeon master and controlled the two spellcasting characters under Ezra’s guidance as the party leader.  He controlled the barbarian and dwarf: Kick in the door, and kill whatever’s on the other side of it!  When there were decisions to be made involving traps and searching, I had Ezra make the decisions since he wasn’t looking at the map.

Heroica

I’m not sure what it is about Heroica that encourages just about everyone who plays it to make up new rules and change the ones that are already there.  This is an incredibly simple dungeon crawl with no reading required, and it also has Lego, so how could any kid refuse? It’s theoretically competitive, but realistically players are usually leap-frogging each other through the dungeon.

Lionheart

I found Lionheart at a yard sale before I had any kids, and for years I attempted to trade it away.  I’m glad I didn’t, because it has been a lot of fun with Ezra.  This is a board-based miniature wargame for 2 players.  The mechanics are easy to pick up, and the combat doesn’t even require math skills.  I expect it’d be hard to find these days, but it’s a lot more worth playing than I expected it would be.

Dune Express

This is a fun little print-and-play area control game.  It has no language components used during gameplay, and there isn’t much for players to remember.  We play the basic rules, but haven’t had to make any changes to play well together.

Zombie Dice

Zombie Dice is a quick “push your luck” game with simple rules.  Ezra’s good at managing his risk in this game, and he’s just as likely to win as any adult.

Zombies!!!

For Zombies, we skip the event cards, and there are no other language dependent components used during play.  This makes the game a bit less fun and flavorful, and it can take longer without the help of additional weapons, so I also reduce the number of board sections we need to get through before reaching the helicopter.

Dungeon!

I’m only listing Dungeon here because it was a major disappointment, and did not meet our expectations.  It’s too simplistic for Ezra, he gets bored too quickly. There aren’t enough decisions to make, and there is very little character development.  For a simple, fast dungeon crawl, we prefer Heroica.

En Garde

This one is listed for ages 14+, but that’s ridiculous.  The truth is, almost every game with plastic or metal parts produced today must list an age of 13+ or 14+ because they cannot afford to have their pieces tested for toxicity.  We play the simple or slightly advanced versions of the rules, with no other changes.

Uno

I don’t love Uno, but there were some times when Ezra couldn’t get enough of it; and he consistently beat both his parents and his sister.  He also likes Harry Potter Uno, or Crazy Eights if there aren’t any Uno cards around.

Loot

I’ve played this with both kids a few times, but it isn’t that good with only 2 players.

The Sorceror’s Cave

This is one of the first dungeon crawl games I played with Ezra.  It’s extremely dependent on good luck to succeed, which totally drove away Martine.  Ezra fared better and enjoyed playing it, but we quickly moved on to other games with a similar theme.

Wings of War

Ezra loves starting games of Wings of War, but rarely finishes them.  He likes playing with the plane miniatures, and isn’t very good at flying predictably. But early on, he shot me down the first time our planes were within shooting range, so maybe that’s why he keeps coming back…

Hordes of the Things

I’ve started introducing Ezra to a few different miniature games, but at this point I have to wait until he asks to play so I don’t drive him away with my enthusiasm.  He has finished several games of Hordes of the Things, using all of the rules (all of the rules that happen to come up) but with a limited set of elements. The easy way I’ve found to introduce young kids to the game is to limit element selection to only about 3-4 types of elements, either all foot or all mounted.  Kids can remember 3-4 different combat factors, but it requires a chart if you need to remember different factors vs. foot and vs. mounted.  We played HOTT using Mechwarrior prepainted figures, limiting element selection to Behemoth, Knight, Rider, and Hero.
I’ll write more as we discover more games worth playing, but I expect we will soon start opening many more boxes once Ezra starts reading.

Fall-In 2012

Last weekend was Fall In! in Lancaster, PA.  I drove out with Rich and Larry as usual, but unfortunately JM couldn’t attend this time.

Fall In 2012: Maureen Reddington-Wilde
playing Gauls in the Warbandia event.

This was an unusual convention for me.  For the entire weekend, I didn’t use any army that fought after 50AD, but my chosen army dates were even earlier: no later than about 250BC.

Thursday

Thursday night, Larry ran Warbandia. Eligible armies need at least 6 warbands, and I didn’t have many choices.  I brought my Celtiberians, since I painted them fairly recently. In the first game, I beat Maureen Reddington-Wilde and her Gauls 4-0.  The second game against Mike Guth’s Visigoths was worthy of an epic poem, but unfortunately I’m no poet, so all it gets is a compound sentence.  In one turn both of our generals were killed, tying the game at 3g-3g; but unfortunately it was Mike’s turn next,  and he was able to kill one of my elements without me killing any of his, so he won 4g-3g.  In the final round, I lost to Paul Georgian and his gauls, 0-4g.

Friday

The Stooges telling us we did it wrong.

Friday was BBDBA doubles.  Since JM wasn’t around, I found an alternate partner: Chris Brantley.  We played triple Hittites, the later list with heavy chariots instead of all light chariots.

Our first matchup was against the Stooges and their Patrician Romans (East). We were doing okay for a while, but then we started rolling combat dice. Chris’s command lost 3 chariots in one bound, punching a big hole in the center of our line.  We were able to regain some ground, but not enough; we lost 6-94 after our C-in-C command broke.  We made a few mistakes in the center, such as missing an opportunity to close the door on the enemy’s general.

Bill Brown and Will Michael run forward with their pikes.

In the second round, we faced Will Michael and Bill Brown with their Scots Common army.  This was the most interesting Pike army I’ve ever faced, mainly because they decided to split their pike into each command and use it on the attack rather than holding it back and using it as a huge static defense.  They deployed away from their camp, which pulled us into their trap.  We deployed heavily in front of their camp, to encourage them to deploy their third command there to defend it.  Unfortunately, our C-in-C wasn’t on that side of the board, so they smartly decided to give up their camp, and concentrate all their forces on our C-in-C.  We won their camp, but we weren’t fast enough to kill 4 more elements in their C-in-C command before they broke ours and won the game.  It ended 14-86 in their favor.

Unfortunately, for the Nth time in a row there were 9 teams for BBDBA, which is just the completely wrong number to have.  In the third round we got a bye, which just sucks.  I’m there to play, not to win a free 80 points without playing a game.  I had a good time playing in the other two games, and I’m not sorry we lost.

In the evening, Chris Brantley ran Ars Militaria: a Book II event using double blind deployment.  This ended up being very interesting, but it’s not how I’d prefer to play DBA every time.

David Kuijt built stands to hold curtain-like screens across the center of the board.  After placing terrain and choosing our board edges, the curtain was put into place and we each deployed our armies based on knowing only the terrain and not the enemy’s deployment.

I brought Later Achaemenid Persians.  In the first round I lost to Dave Schlanger and his Early Gordyenes.  In the second round I beat Alex Bostwick’s Seleucids despite his attempt to force-push the terrain when I wasn’t looking.  In the last round, David Kuijt beat me with Greco-Bactrians.

The blind deployment worked fairly well without any cheesy moves taking place.  Nobody had time to find any obvious ways to break things, and the armies were matched well enough that there weren’t any problems.

However, I do think the screens affected the metagame and deployment choices somewhat.  Maneuver is more important if you aren’t sure where your enemy is going to be, which affects both army selection and deployment.

Saturday

On Saturday morning, I ran DBA Matched Pairs.  As at Historicon, we only had 15mm armies show up, which was a good thing, because the 25mm boards weren’t available yet this time either.  We had some inexperienced players joining in, so we took our time to teach them well and only got 3 rounds in before time ran out.

In the afternoon, I played in the Two Davids sci-fi event, 61 Cygni: Blood, Dirt, Plasma-bolts.  This event use a ruleset inspired by HOTT, written by David Kuijt with the goal of implementing Mechwarrior/Battletech themed battles a bit better than HOTT manages.  There were 8 players on a huge board, the map of Rio de Janeiro that they used for Monsterpocalypse HOTT at Historicon.

The main problem with using HOTT for large scale sci-fi battles is that the guns are huge, but the HOTT shooting ranges are tiny to nonexistent.  David’s rules implement direct and indirect ranged fire at much more plausible ranges, while maintaining most of the feel and rules of HOTT under the surface.  Overall, the rules worked fairly well; but I think they need a bit more polish to really handle the feel of Mech battles effectively.

Unfortunately I didn’t get any pictures of this visually impressive event.

David Mitchell’s Skythians kicked butt.

On Saturday night was the Two Davids campaign event: Death To Assyrian Oppression!  This event pitted a half dozen Neo-Assyrian Later Sargonid armies against a gamut of historical enemies.  I played Skythians.

My 5 rounds:

  • Dave Schlanger attacked, I lost and lost my general.
  • Rich Gause attacked, and I lost
  • Jack Sheriff attacked, and I lost; but I killed his general.
  • I attacked David Mitchell and his Skythians, and lost again.
  • Maureen Reddington-Wilde attacked with her Skythians, and I beat her.

I ended up with only 2 points, but at least it wasn’t negative!  In other news, Alex Bostwick was taken over 6 times in 5 rounds (with one suck-up tile) and came in last place with -1.

Thanks to everyone for another great convention!  I hope to see you at Cold Wars 2013.