Showing posts with label Science vs. Pluck. Show all posts
Showing posts with label Science vs. Pluck. Show all posts

Wednesday, March 22, 2017

Cold Wars 2017

Attended Cold Wars 2017 with a unexpected pleasant surprise.  My son Nick's spring break plans fell through so he came to the convention with me and helped my run my game, "Caesar vs. Pluck: De Bello Ruritanico ad Mare."  This was something of a sequel to a similar game I ran a few conventions back.  It was based on Howard Whitehouse's Science vs. Pluck rules.  Science vs. Pluck is essentially a Victorian role-playing game where the players portray British army commanders in 19th century Sudan.  I modified the rules for ancient warfare with most of the players being Romans.

The scenario was this:  The Sarmatian Ruritanii have again crossed the Ister River and invaded the Roman province of Sylvania, capturing the Adriatic port of Colonia Turgidium.  Local Celto-Dacian tribesmen, the Shueti have risen in rebellion and rallied to the Ruritanii. Illyrian pirates together with some far-ranging Syrian corsairs have joined them as well.

A Roman force is hastily organized under the command of Domitian, the emperor Vespasian's second and less talented son (played again by Walt O'Hara with suitably whiny arrogance).  He led a squadron of the Ravenna fleet with a landing force of Praetorians while a task force built around the VII Legion attacks from the landward side.
We had twelve players, all but one played Roman commanders.  The twelfth player ran Burebista and Burorola, twin sisters vying for the vacant throne of the Shueti.

The naval side of the battle went well for the Romans, with the pirates ships dispatched handily.  However, one Roman trireme was destroyed by naphtha fire from a Syrian pirate.  Once the bay was cleared, the crews and Domitian's gladiator bodyguard landed to support the Praetorians.  The landing force fended off attacks from the Shueti and destroyed the barbarians in battle on the beach.  Princess Burebista committed suicide to avoid being captured by the triumphant Romans.

Things went more difficultly for the Romans on the landward side.  The auxiliaries stormed with some loss the captured watch tower that guarded the approaches to the port.  They then didn't move from the hill.  The Roman cavalry pushed rashly forward and were hit by both the naked fanatics of the Shueti and the heavy cataphracts of the Ruritanii, who had emerged from a forest to strike the Romans in the flank.  After a very hard fought battle the Roman cavalry was completely destroyed, having been left to their fate by the Roman legionaries whose commanders were not enthusiastic about risking their necks in such brawl.  Only a couple of cohorts of the Legion tried to help, under the leadership of young tribune (played with aristocratic cluelessness by Howard W. himself).  Despite the loss of the cavalry, the Roman line held, the Shueti completely destroyed, and the Ruritanii badly bloodied, causing them to retreat.  The Princess Bororolla was rescued at the romantically last minute by King Rheomitalces Rufus of the Ruritanii. The two rode off vowing vengeance against the Romans...
Everyone seemed to have a great time and the game was awarded a PELA for its time slot.

I also got to play in Jeff Allan's Frostgrave game.  A magnificent table!
It was an eight player game with most of the players unfamiliar with the Frostgrave rules but things ran very smoothly and a good time was had by all.  We were divided into two teams, Good vs. Evil but each player had a unique warband.  I ran a good shaman (witch) in the center of the board and had a relatively easy time of capturing treasures and avoiding any casualties.  Many of the other players were not so lucky on casualties.

A lot of time and laughter was spent on a couple warbands pushing each other around on the ice flows in the harbor.

As it turned out, we all faced far more danger from the GM-run wandering monsters than from each other.  In the end, I even got some of the evil players to rally around my animal familiar, Greg the Bear to save him from a skeleton lord awoken in a crypt.  A very fun and memorable game.


Here's some other games that caught my eye.









Tuesday, February 28, 2017

Caesar vs. Pluck Game for the Cold Wars 2017 Convention

I am scheduled to run a game at the Cold Wars convention in March.  It's called "Caesar vs. Pluck: De Bello Ruritanico ad Mare, 73 A.D."  This will use Howard Whitehouse's Science vs. Pluck, a set of colonial warfare rules that I've modified for ancient Romans.   It's is essentially a role-playing game in which the players take the role of Roman officers while the GM controls the barbarians.

The scenario will be this:The Sarmatian Ruritanii have crossed the Ister river and swept through the Roman province of Sylvania, capturing the small port of Colonia Turgidium on the Adriatic.  The Ruritanii have been joined by rebellious Celto-Dacian tribesmen and Illyrian and Syrian pirates.  A Roman task force, both ground and naval forces, under the nominal command of spoiled Imperial brat Domitian Caesar is launching a two prong attack on the barbarians.

The table will be three Cigar Box Mat 6'x4' mats: sea, shore, and field of battle.

Here's the Roman naval squadron sailing into the harbor
The combined pirate fleet
The Roman galleys are card constructions from the Russian company Clever Paper.  They sell for $8 each.  They are a bit under-sized for 28mm but the price can't be beat.
Several cohorts of Praetorians will lead the beach assault in landing barges.
These Illyrian long ships are from a free paper file I had found on the internet.
I'm using some very old scratch-built dhows for the Syria pirates.  I plan of doing some repainting on these.
The port of Colonia Turgidium

Friday, November 11, 2016

Fall In 2016: Poland Through the Ages


Attended the HMGS Fall In convention again. Unfortunately, my son Nick had college committments so I attended by myself.  Still, a great time and a particularly well-organized event.  Also, being of Polish descent, this convention's theme, "Poland Through the Ages" had a special appeal for me.  I put on two games, one set in The Deluge and the set in the Polish-Bolshevik War, more on them below.

The first game in which I played, on Friday afternoon, was Howard Whitehouse's delightfully retro A Gentleman's War, using classic toy soldiers with colorful, not-found-in-nature scenery.  Set roughly in a Victorian/Edwardian era, it involved an invasion of England by the dastardly French who sneaked over the Channel whilst no-one was looking 

A French onion seller/intelligence agent

I commanded the center of the French line but not for long.

A gallant charge by my curassiers was magnificently disastrous

The second game was the one I GM'd, this was Robbing Madonna, very loosely based on the siege of the Jasna Gora monastery near Czestochowa, the location of the famed Black Madonna icon, by the Swedes during the Deluge of 1655.  I used an adaption I had made of Science vs. Pluck, which is basically a role-playing game but where the players take the role of commanders of military units, all on the same side and the GM controls the opposition.  SvP is designed for the British colonial campaigns in the Sudan so I had to make a few changes to adapt it the Baroque era warfare, calling the modification Zagloba vs. Pluck.


In this game, the players commanded the Swedish forces tasked with capturing a fortified monastery containing a large treasury of donations, the capture of which would enhance the Swedish warchest.  I had 11 players, 9 commanding a regiment sized unit, one player I had assisting me in running the Poles' garrison and partisan forces and one player as Mother Courage, head of the Swedish camp-followers.  This latter was played with great aplomb by Howard Whitehouse himself. 



The rules provide for each turn to have a shifting time scale, from one minute up to days, based on the players intentions and the GM's plans for the opposition.  The players started with an attempt at a ruse, having the camp followers appear to be fleeing to the monastery chased by a regiment of Scottish mercenaries.  This attempt at a Trojan horse-type of attack failed when the Polish commander did not buy the ruse.  Being fired upon by the garrison, the camp followers and Scots rushed the walls.  Mother Courage herself attempted to drive a flaming vodka cart against the gate but ending up immolating herself.


In the mean time, another Polish regiment serving with the Swedes, this one of winged hussars, decided to switch sides and attacked the Scots as they retreated from attack.  Although the hussars inflicted some casualties, they were attacked from the rear and routed but not before the hussars' commander escaped to the fortress to become another Polish leader.  He later sneaked out of the fortress and organized the local partisan forces who would have devastating effect on the Swedish operations.

Initial siege operations began but the Swedes soon realized that their light guns were making too slow an impression on the walls and winter was indeed coming.  The Swedish commanding general set off for Krakow to seek heavier guns while much time was wasted in a mining operation rendered futile because the Swedes French engineering officer failed to realize that the ground under the fortress was solid rock.

There was some attempts for a negotiated surrender but the Polish garrison was feeling pretty confident.  The siege dragged on while the weather continued to deteriorate.  A Polish sortie proved to be unsuccessful due to the doughty Scots who nevertheless suffered heavy casualties.
The much hoped-for heavy guns were captured on the road by Polish partisans and the Polish light cavalry who had been serving with the Swedes managed to steal the Swedish payroll chest and set off to join the partisans.  The Swedes were left with a last do-or-die attempt to assault the walls in which a minor breach was achieved by use of a petard.  The assault was bloodily repulsed ending any chance of Swedish success and the game.  Despite the frustrating result, all the players seemed to have really enjoyed the game and threw themselves into it with gusto.

On Saturday I ran my other game, The Twelve Chairs. Set during the Polish-Bolshevik War, it was inspired by an old Mel Brooks comedy about a search for the family jewels belonging to the Vorobyninov family that had been secreted in the chair seats of the formal dining room set.  In the game, the tide of revolution and civil war resulted in them being scattered over old Ukrainian manor of the family.  I had six markers hidden on the table, each one representing two chairs.  At the end of the game, a player rolled a dice for each chair they possessed and a roll of a 6 indicated that they had a portion of treasure. So it was really like a giant scavenger hunt but with armored trains and heavy artillery.  Each player had several infantry or cavalry units, some type of vehicle, a commander and a group of "treasure-hunters" who had extra chances to search for the treasure.  I had four Polish players, five Bolshevik players, a Ukrainian player, a White Russian player, an Anarchist player, a player controlling the odd mix of nobles and retainers inhabiting the two manor houses on the board, and one player controlling a single very lost British armored car under the control of Capt Blackadder and his batman Baldrick.


The action in the game was too confusing to give a detailed narrative but it broke down into a battle between the main Red infantry force along with some Red sailors battling the Anarchist and Ukrainians over the manor houses.  This all went for naught when the manor inhabitants were able to sneak out of the mayhem with their chairs in tow.  The Red command armored train and heavy artillery battled the Whites while most of the Polish players ignored the fighting and searched the village for the treasure. 


 
There were some long range firing between the Red armored train and the Polish Blue Army train. The Red cavalry and Polish cavalry providing the fiercest battle, wiping each other out in repeated charges up the stairs to the second floor of an inn where some of the chairs were stored.  The remnants of the Polish cavalry were able to finally secure these chairs. 

Perhaps the highlight of the game was when pilot of the Kosciuszko Escadrille plane supporting the Polish cavalry - this was American flyer and future movie producer Merion Cooper, spotted some of the chairs in the railroad water tower.  Barrel rolling, he scooped the chairs out but then immediately ran into a wall of machine gun bullets put up by the Reds and crashed.  Surviving he still made it off the board with his chairs, thus ensuring that a movie about a giant monkey would be made.  The other memorable moment was when Blackadder managed to convince some of the Polish troops who had found a chair that Baldrick was really Queen Mary and they should turn over their chairs to her as a welcoming gift - amazingly they did so.
From a military standpoint, the end result was that half of the board was under red control and half under Polish control.  Three players, out of five who had gotten the chairs, ended up sharing in the actual treasure, the Red army player, the Polish cavalry player, and Blackadder.  I think all the players enjoyed the game.