There was a nice visit from the postman today to drop off an order I put in with Navwar last week. The parcel was sent last Thursday and arrived this, so that's pretty good timing.
I was a little apprehensive about ordering through Navwar due to their old school system, but I needn't have been. The service was excellent and I shouldn't have waited so long to get on the horse..
Anyway, first up is a US early war starter pack.
Next is the US late war starter pack.
There is also a selection of goodies for some 'Four Against Japan' early Pacific War scenarios from the very useful Fire on the Waters site, and - I couldn't resist - Bismarck, Prinz Eugen, Hood and Prince of Wales for one of the first naval battles I read about as a kid. I still remember feeling devastated reading of the loss of the Hood.
So, plenty to keep me going here!
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Thursday, July 14, 2016
Sunday, July 10, 2016
Bill Butler's Scutarii
I spent an enjoyable evening last night muddling through a test game of Bill Butler's Scutarii featuring Pompey versus Sertorius and based on a Classical Hack scenario.
Notable features are using d10s for combat (variable # of dice per unit class rolling against a defence number type scheme) and morale tests, with the morale tests occurring at the start of each players' turn.
Unit morale is tracked over three stages - normal, shaken, routed - and units also track hits, with each hit a permanent subtraction from the unit's morale number, making it more likely they will fail the test and drop a level.
This leads to units being worn down by the accumulation of hits until they become shaken and then next morale failure sees them gone, probably taking a few others with them.
There are a few 'fast-tracks' to shaken - hitting units in rear, etc - so exploiting that is probably a key tactic for old hands (which I am not!).
Nice clean turn sequence and fairly easy to get the hang of.
There are lots of ways to classify units (type, grade, drill, regular/irregular, open/closed order, missile/non-missile, etc) so you can build troops to match your own ideas as desired.
It's quite different from what I've been playing the last few years, but I like it. It has the wearing down and morale collapse dynamic you get in Lost Battles but at a more tactical level. It was also a nice change to see both manoeuvre and combat featuring more concretely (as opposed to more abstractly) on table, and lines ebbing and flowing rather than either being there or not being there.
My biggest issue at this stage is with the markers required to track morale level, hits and disorder. I'll need to organise a system so that I don't have unsightly clutter on the table.
Anyway, nice rules, I think. Would be interested to hear if anyone else has played or is playing them.
Notable features are using d10s for combat (variable # of dice per unit class rolling against a defence number type scheme) and morale tests, with the morale tests occurring at the start of each players' turn.
Unit morale is tracked over three stages - normal, shaken, routed - and units also track hits, with each hit a permanent subtraction from the unit's morale number, making it more likely they will fail the test and drop a level.
This leads to units being worn down by the accumulation of hits until they become shaken and then next morale failure sees them gone, probably taking a few others with them.
There are a few 'fast-tracks' to shaken - hitting units in rear, etc - so exploiting that is probably a key tactic for old hands (which I am not!).
Nice clean turn sequence and fairly easy to get the hang of.
There are lots of ways to classify units (type, grade, drill, regular/irregular, open/closed order, missile/non-missile, etc) so you can build troops to match your own ideas as desired.
It's quite different from what I've been playing the last few years, but I like it. It has the wearing down and morale collapse dynamic you get in Lost Battles but at a more tactical level. It was also a nice change to see both manoeuvre and combat featuring more concretely (as opposed to more abstractly) on table, and lines ebbing and flowing rather than either being there or not being there.
My biggest issue at this stage is with the markers required to track morale level, hits and disorder. I'll need to organise a system so that I don't have unsightly clutter on the table.
Anyway, nice rules, I think. Would be interested to hear if anyone else has played or is playing them.
Just prior to contact |
Action on the Sertorian left |
The Sertorians attempting to make a Pompey sandwich, but the bread is straining... |
Saturday, July 9, 2016
Forthcoming Roman Battles
I've been in the ancients doldrums since our Society of Ancients battle day game way back in April and have been looking for something outside of my usual game options to put some - ahem - wind back in the old sails. By chance, I remembered there was a scenario book for the Classical Hack rules hidden away in a storage cupboard, so I grubbed around for it to see if it would provide any inspiration.
Happily, it did.
It's a little hard to see the Table of Contents in this scan (it should be better if you click on it, however), but the book contains a number of battles from the Sertorian era, and these might just be what I'm looking for.
Happily, it did.
It's a little hard to see the Table of Contents in this scan (it should be better if you click on it, however), but the book contains a number of battles from the Sertorian era, and these might just be what I'm looking for.
A quick inventory will show what can be put on a prufrockian table:
Native Cavalry:
15 bases of Spanish heavy cavalry (18 if I add in some 'Iberianesque' Carthaginians),
8 bases of Spanish light cavalry,
16 bases of Gallic heavy cavalry,
12-19 units, depending on how I organise them.
'Roman' Cavalry:
6 bases of Samnites, who can I think pass for generic rough-and-ready cavalry from the period,
19 bases of mid Republican era heavy cavalry,
4 bases of Tarantine cavalry.
10-13 units, depending on how they are organised.
Light infantry:
36 bases of caetrati type light infantry,
12 bases of archers,
20 bases of slingers,
32 bases of generic javelinmen.
25 units.
Spanish medium infantry:
28 bases of Iberian scutarii,
44 bases of Celtiberian scutarii.
18 units.
Marian-era Roman infantry:
96 bases of 'Blue' infantry,
96 bases of 'Red' infantry.
32-48 units, depending on how I organise them.
Extras:
8 artillery pieces,
Sundry command stands and individually based figures.
I'm probably a little short of Spanish to do the bigger scenarios as they are presented here, but I'm sure I can adjust the numbers to fit as needed.
The next thing to think about it is which rules to use.
I have (in no particular order) Scutarii, Lost Battles, To the Strongest!, Might of Arms, Sword and Spear, Hail Caesar, modified Dux Bellorum, Warmaster Ancients, Armati, Commands & Colors, Classical Hack, or my homegrown set.
I think I want to avoid squares this time after using them for the battle day game, so that narrows things down a little. Also, if I want to change things up, it is probably a good idea to try a rule set I haven't played very much (or, indeed, at all!).
Well, we shall see. I'm not sure if I'll get a game in before I go back to New Zealand for a quick visit at the end of the month, but I can at least enjoy getting some planning and rules-learning done.
Monday, July 4, 2016
Contents of 1/3000 ship sets by Fujimi
Fujimi Set 1: Yokosuka Naval Port.
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Type
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Class
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# in class
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Names
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BB
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Yamato x1
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2
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Yamato, Musashi; this one Musashi
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BB
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Nagato x1
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2
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Nagato, Mutsu
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CV
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Shokaku x1
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2
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Shokaku, Zuikaku
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CA
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Takao x1
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4
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Takao, Atago, Chokai, Maya
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CL
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Oyodo x1
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1
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DD
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Fubuki x 4
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24
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Fujimi Set 2: Sasebo Naval Port.
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Type
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Class
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# in class
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Names
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CV
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Akagi x1
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1
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CV
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Kaga x1
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1
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CA
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Mogami x1
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4
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Mogami, Mikuma, Suzuya, Kumano
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CA
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Myoko x1
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4
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Myoko, Nachi, Haguro, Ashigara
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CA
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Takao x1
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4
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See set 1
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DD
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Shiratsuya x 4
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10
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Fujimi Set 3: Kure Naval Port.
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Type
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Class
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# in class
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Names
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BB
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Yamato x1
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2
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See set 1. This one Yamato
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BB
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Nagato x1
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2
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See set 1.
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CA
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Mogami x1
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4
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See set 2
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CA
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Takao x1
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4
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See set 1
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CA
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Furutaka / Aoba x 1
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4
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Furutaka, Kako, Aoba, Kinugasa
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DD
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Kagero x 2
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19
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Fujimi Set 4: Truk Lagoon.
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Type
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Class
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# in class
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Names
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BB
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Kongo x 1
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4
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Kongo, Hiei, Kirishima, Haruna. This one Hiei.
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CA
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Mogami x 1
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4 (1)
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Float plane refit. This one Mogami
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CL
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Naka/Sendai x 1
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3
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Naka, Sendai, Jintsu
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DD
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Fubuki x 4
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24
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See set 1
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Akashi x 1
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Repair ship
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Akitsushima x 1
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Seaplane tender
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Mamiya x 1
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Supply ship
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Fujimi Expansion Set 1: BB Expansion
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Type
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Class
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# in class
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Names
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BB
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Kongo x 1
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4
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Kongo
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BB
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Kongo x 1
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4
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Hiei
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BB
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Kongo x 1
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4
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Kirishima
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BB
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Kongo x 1
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4
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Haruna
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DD
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Shiratsuyu x4
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10
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See set 2
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