Sunday, 25 July 2010

Reflecting Progress 2




Following on from my previous post, I cast my eye across the next lot of toy soldiers on my work bench and it indubitably true that one cannot out-stare a lead figure. The next group that awaits the soft touch of my paint brush are my Pendraken WW1 British & Germans troops. I have a platoon of British painted and based, but need a Company, as I have plans to do a Company level attack with tank and artillery support, for a game that represents a small part of a much bigger action. So there sits on the shelf the rest of the British infantry company, based and primed, with dry-brushed with one colour. The Germans are based, but not all the bases have been textured, and none are yet primed.

In a shoe box, on a shelf above my work bench, I have a French Company that I haven't looked at since I bought it. This includes tanks and artillery too. I also have some tanks put aside for the Germans; one AV7 and the rest will be made up with repainted versions of the MkIV, Whippet and FT17 tanks, representing captured equipment. I also have some lovely MkVs from Pendraken, which are noticeably longer than the MkIVs, and I also have some MkI howitzer/supply tanks too. Lots of toys, and that is why I like modern games. The variety of machines fascinates me much more than the intricacies of uniform details.

When I was younger, WW1 was considered a pretty "black" period to play wargames about. The image that had arisen in the sixties, from dialectical arguments by arts academics were solely focused on the "lions led by donkeys" idea. Depending on your point of view, revisionist historians have challenged that point of view, and what has emerged is a more complex and challenging reflection on the Great War. Certainly the Great War epitomised industrial warfare, even if the first fully modern war was arguably the American Civil War, which we Europeans dismissed as a Colonial affair with no relevance. It is also arguably true that the lessons learnt by the major European powers, between the end of the Napoleonic wars and WW1, were the wrong ones due to confounding variables specific to each conflict.

All my reading around WW1 has also got my creative juices flowing about how to use historical events in Sci-Fi games, of either Ogre/GEV, or more likely Battletech. For instance the whole evolution of tactics and the introduction of tanks can be mirrored in a Battletech game through the use of the "primacy" of the battlemech over other more conventional forces as one's starting point. I especially like the idea of replaying historical civil wars using Battletech. For instance the Spanish Civil war, or even WW1 with mechs, though that is more a Games Workshop Space Marine thing, if truth be told.

Tuesday, 13 July 2010

Reflecting Progress 1

One of the interesting things about writing a blog is that it's like having a conversation, in that you can readily check your hit stats and comments. The former indicates how many people think you are interesting to talk to, while the latter gives you a fair idea of whether what you're saying is a conversation or a monologue.

I tend to view post with no comments as monologues, while those with comments are conversations.

I prefer conversations to monologues, if only as a nod to the evil villain trope of monologuing. Cue evil laugh... I've also been looking at my work bench recently, more importantly, looking at the growing expanse of unfinished figures.

Hundreds of figures stare at me in various stages of being finished, ranging from based, on the road to becoming fully painted units, but not quite ready for the table. Like these Peter Pig AK47R 15mm Somalian militia.

Two companies, each of four platoons with four squads each; based at nine figures per squad, which is not AK47R compliant

Why did I do it this way? Well, for me, I like my toy soldiers to be something more than just a token, otherwise I might as well just use a token. Therefore, I like my single toy soldiers to represent a single soldier on the table.

I know it limits the scale of the conflicts that one can realistically manage, but when I want to play strategic, or grand operational level games, I'm not fussed about using toy soldiers anymore.

Anyway, Somalia is an interesting modern conflict that causes a lot of upset with wargamers, because it is modern, yet they would not flinch at Rourke's Drift, or the tribal wars associated with Africa at that time.

For me it's all about the toy soldiers on the table top.

When people ask me "Hey Pip why you do play wargames, are you some kind of war junkie?" 

Nowadays I don't say a word. Why, because they don't understand why wargames are fun to play. People don't understand why we do it, because it's all about the game and toy soldiers you play with and paint. And that's it, that's all it is at the end of the day is people playing with toy soldiers.

So I'm fairly open to playing "black" wargames, assuming you agree that such a thing exist.

One of the reasons I am driven to playing Science Fiction games is that it allows me to play games inspired by modern conflicts; without the baggage associated from the reactions from people who bristle at modern wars from Vietnam on.

Of course, one then gets the reaction of "I don't play Sci-Fi Fantasy games as they are not real," response. Funnily enough, as an aside, I don't play fantasy wargames anymore either, and by fantasy I mean games with creatures from mythology, folklore and involving magic.

I asked myself why do I avoid fantasy games?

For the same reason I no longer play ancient historical wargame, because for me their technology is too tactically limiting. The reason I like modern warfare, as in WW1 and on, is that the technology drives the tactics, though arguably that's always been the case, but that the selection of "toys" is greater in modern periods.

Not just siege artillery, or mobile artillery, but self-propelled artillery too! One can even mix traditional horse, camel etc cavalry, with modern mechanised versions of same. Then there are the extra bells & whistles of main battle tanks and helicopters functioning as cavalry too.

IMNSHO what is there not to like about this kind of variety?

T&CA, E&OE, YMMV.

Tuesday, 29 June 2010

Paddy Griffiths


As some of you already know, Paddy Griffith's died recently.  I can't say I was his best friend, or even a friend, but he was the most influential wargame writer I ever read, and I had the pleasure of playing in several of his games too.  Paddy was a well know military historian who wrote extensively and taught at Sandhurst, here in England.  I know him best as the editor of the Nugget, the house magazine for Wargame Developments, who also run a yearly Conference of Wargamers.  The title of which alone speaks volumes for the groups' sense of humour.

I remember playing at the first CoW I attended in one of Paddy's games, called First Bombing Raid in History.  I volunteered to be the Batman, which was fortunate for the pilot that I was accepted.  Paddy had given players folding bicycles for them to ride, all folded up of course.  Given I’m a keen bicycle enthusiast, a recalcitrant folding bicycle holds no horrors for me, so my fellow team member was able to take to the runway.  The initial take-off was aborted, but fine-tuning allowed a successful second attempt to be made.  Then flak fired at the bicycle/aircraft by having several boisterous lads throw Frisbees at the unsuspecting player.  Much fun was had.

Another game by Paddy was a freestyle role-playing game called the Red Star Express where we had an hour (representing twenty hours) in which to drive our great workers’ express from Moscow to wherever the Revolutionary action was (I was too lowly to be told our destination).  It was a miserable ride with the cook short rationing us and then ripping us off with over-priced vodka.  As the track ganger my job became vital in overcoming the counter revolutionary forces that bedeviled our journey, and I can say with out doubt, or fear of contradiction, that I led the way in patriotic fervour and willingness to face action and do my job under any conditions (by keeping my character totally drunk on vodka).  I was even wounded, by capitalist terrorist fire, but not a word of protest or anguish passed my lips as quietly I waited for medical aid (encouraged to scream my head off by the umpires), which I received from the hands of no lesser person than the Political Commissar (Bob Cordery I think).

A very busy man who had to keep an ever vigilant eye out for subversives and counter revolutionaries, his duties led him to re-educate several firemen who were sabotaging our noble cause.  If more citizens were like this man then the Revolution would be assured and we would not have failed to reach our destination on time.

Another fun game that also managed to teach its participants about an obscure part of history.  That was Paddy's greatest gift, he opened up people's minds to new ideas and ways of thinking.
   

Tuesday, 15 June 2010

Downtown Mogadishu 1

  

I got a bunch of buildings for Xmas from the 15mm range from Fieldworks, which are still awaiting their turn through the Paint-it-Pink workshop. Given that it is now June and they are still in the plastic bags I guess I'll be lucky to get them finished by next Xmas at the rate I'm going.

However, some of the buildings in this post don't appear to be available for sale at this time. Sorry about that, they obviously withdraw and replace models according to sales.

I'm tempted to buy another three of the above building, which is still available, so that I could make a square block using them around a crossroad, or alleyway. All of the buildings in the Fieldworks range come with accessible interiors thorough using removable floors and roofs. The pictures below show how the interior works.

Overall, I think these are pretty neat buildings, and I really must get around to painting them soon.

Saturday, 12 June 2010

Clan Jade Falcon

       

There are two things on needs to know about Clan Jade Falcon. The first is that they are a Clan force, and the second that they are called the Jade Falcons. Please excuse the Black Adder referential joke, but that pretty much sums up what I knew about the Falcons when I acquired some MechWarrior Clan mechs.

As a diehard in the wool (!?) OSR BattleTech player, the Clans have a lot of baggage for me, which is doubly ironic given that I got the chance to write and design the stats for a whole bunch of Clan mech designs on the 3055TRO. However, the rules for MechWarrior clix game focus on combined arms command & control, which means that the disparity in tech between the Clans and the Inner Sphere forces is less intrusive. That is not to say that Clan tech is less superior, as quite frankly I don't know, as I've not played enough games of MechWarrior, or spent enough time taking apart the mechanics of the game to say.

What I will say is that the Jade Falcon "totem" mechs look way cool, which is enough for me at this time.
 

Wednesday, 9 June 2010

Yesterdays Heroes of Tomorrow

 

While what I am about to write largely concerns BattleTech, I feel the arguments are apposite for a large number of wargaming eras.

Though reminiscing is sometimes seen as a sign of old age, when I was a teenager, I use to play tabletop wargames with a friend called Tim. 

He was very much into the Germans, and the SS, and introduced me to the questionable delights of Sven Hassel. Tim used to pretty much beat me every game we played. I started off as Anglo-American, tried playing Germans, and ended up fielding Russians. As Stalin said "quantity has a quality all of its own", and furthermore as I saw it then, the Russians has the Josef Stalin heavy tanks. 

Even so I still lost to Tim and his Tigers, Panthers and assorted special panzers etc. 

Just to assuage everyone's sympathy for my string of losses, I did turn it around, and at the end I totally humiliated Tim by defeating him in detail in one long summer afternoon's game on the floor of his front living room. AFAICR we never played again after that. Then Tim got into being a skinhead, and I was a bit of a hippy chick (artistic & highly strung), so we had a natural parting of the ways, which brings me around to the concept of "powering-down" games. 

I think it's only natural to want to play the elite units when you begin wargaming. 

After all, they represent the so called best-of-the-best, and who doesn't want to be associated with the best? After more than 25 years of playing games I also think we tend to move on from this place and start to see that playing the worst-of-the-worst and winning is actually rather rewarding, if a whole lot harder to achieve. 

So, I have found myself intrigued by the challenges of WW1 and the first tanks, which lets face it were a nightmare to operate. I call this process "powering-down", which is the opposite of the tendency to want to have bigger and better, or "powering-up" games via the introduction of better stuff. 

While tanks in WW1 were shiny new things that opened up tactical options, they could at the end of the day be rendered inoperative with fire from a battery of heavy machine guns. The same can also be said of the inter-war period tanks when the lessons of WW1 were reflected upon, and the operational doctrines for using tanks were formulated by people like Liddell Hart. 

What he proposed found itself being used in various theatres of operations around the world, and it became clear that not everyone had learnt the same lessons from WW1, or came to the same conclusions about the role of the tank in future wars as a result. 

Like any transitional period, things can happen that suggest one course, while the reality that was that WW2 really sorted out the sheep from the goats. 

While people will argue that giant battling robots is rather a silly idea, for a whole heap of sensible reasons, the fact is that conceptually they are no different to the tanks of WW1, except in that theirs is an imaginary role that only the mechs can overcome. If you accept this premise, then we can look at tank development in real wars affects how we game them, and by extension look at what happens when you develop games that try to represent the ultimate war machines in action against each other with tanks and mechs as interchangeable units. 

What I have seen from this process is that rules to cover different periods of WW1 or WW2 are different. 

There are few rules that try to cover both wars, because the "powering-up" that occurred, which in real life means that WW1 tanks are completely outclassed by early WW2 tanks, let alone late war tanks like the Tiger, Panther and King Tiger etc. BattleTech is a set of rules that covers a period of more than 50 years of war, and justifies this through the initial premise that prior to main 3025 period there was technological stagnation. The game background then goes on to posit that in the post Helm data-core renaissance, the in universe realms rediscover the lost technological processes. 

That as an assumption for a future universe background is a pretty reasonable place to start, but it then led to further conflict, which has meant that the mechs have become far more powerful by 3075. 

A bit like the difference between early WW2 and late WW2 tanks, while in the background of circa 3025 we have the WW1 and interwar style mechs. However great this may seem to those players who want to see the universe "powered up" with new weapons and technology, the result is that the nature of the game is fundamentally changed. 

New BattleTech is not the same as old BattleTech, even though the core rules remain largely the same, and it's all down to stuff that has been added to the game to "power-up" the mechs. 

This is IMNSHO a very bad thing indeed, because it removes the charm of the initial background. 

The charm for me lay in the idea of mechs as knights. Once mechs just became commodities then you may have more powerful tanks/mechs, but the significance of the pilot is downplayed. This "cost" has affected how the game is played. 

Now if you agree that the original background of the game is where the idea of mechs as a concept works best, then the question becomes how do you return the game to its roots? 

You have to find some way to "power-down" the game background. 

This is why I think that moving the BattleTech timeline forward to 3130 and the Dark Age/Age of Destruction is a good thing. It will allow the game designers to remove the large amount of Tiger, King Tiger and Panther tank analogs, while giving a good reason for using simpler mechs for games. 

Much as in the same way players who have been playing WW2 for a long time gravitate towards early war period as it is tactically more challenging than fielding herds of Tiger tanks. 

This direction is even supported by the original background of the game universe where battlemechs were rare and people converted civilian mechs, called "industrials" into military vehicles by adding weapons and armour to them. In much the same way as in the Interwar period trucks had weapons and armour added to them to make them into armoured cars, or for a more recent example in the Middle East etc, Toyota trucks are converted into so called 'technicals" by adding weapons to them. 

So, I welcome the new Dark Age and the chance to field "industrial"mechs to the game, and only having limited access to true battlemechs for the same reasons that I have found that I enjoy playing with WW1 tanks and the inter war period conflicts like the Spanish Civil War.

Sunday, 16 May 2010

Militia & Technicals Part Deux

 

Not only technicals, but the two Company's of militia to go with my Somalian regulars too.

First off are the Toyota conversions. Both have the rear gate dropped down, as Martin of Peter Pig suggested this was a common sight. In addition, the gate in the down position, I ordered some spare wheels from him and added those against the outside rear wall of the cab. 

I've seen this in pictures, and I liked the look. 

Finally, for the right hand pick up, I added double wheels at the back, and sculpted wide wheel arches for it. This might be a bit too technical for an African Technical, but it is a common conversion when you want to put large payloads in the back of your pick-up, or pull loads. 

If I'm lucky someone may send me a link to a picture of something similar?

The Mercedes is for the Taxi I need for my Blackhawk down scenario, and as you can see I've not only primed it and the Technicals, but dry-brushed them ready for the main body colours to be applied.

One of the Technical's is going to be painted grey with red doors, while the other is going to have a three colour small round splodges scheme applied. The taxi will be blue and white? Not sure, might go for silver?

Above is the mostly fully organized first company of militia, though I'm missing two RPGs and one general AK47 armed infantry stands to complete the unit. 

I've bought all the figures for the above units, but have not as yet had time to sort them out, clean them up, base, texture and prime. I plan on just getting the 1st Company complete and start painting that, and catch up later with the 2nd Company in due course.

I also bought another two Peter Pig Toyota's at Salute to use as the basis for an extended crew cab version. The spare parts will go into making a cow drawn rear half, based on a photos I have of such a vehicle in Africa.

After that I have two Gaz jeeps for recoiless rocket launcher technical's. Once I get all that lot done then I can start painting on the USMC Company I have.

Monday, 10 May 2010

Republic of the Sphere

  

As I said, when I first started buying MechWarrior: Dark Age/Age of Destruction miniatures, my only interest was in gaining enough infantry and battle-armour figures to fill my needs for BattleTech. In the process I acquired a small Republic of the Sphere force, which you can see below. After reading some of the tie in novels I've come to appreciate the RotS and after playing a game of MechWarrior clix I've come to really appreciate the game mechanisms, which make for a quick fun filled game.

The big thing about BattleTech and the MechWarrior universe is the richness of the background. Up until quite recently I was very much an Old School Retread, having started with the game back in dawn of time. Measured as 25 years of my life having passed by. A long time indeed. Back then it was the end of the 3rd Succession War and the beginning of the 4th, which of itself was quite a big shake up from a post apocalypse Mad Max universe, to one where new battlemechs were being produced and large wars became a possibility. However, the invasion of the Clans was for me a step too far. Twenty years later the Clans are integrated much better into the universe and the game.

After the Clans came other stuff, like the FedCom Civil war. I like civil wars as a background for generating conflicts, because it allows for factionalism and politics. I missed most of the fun though, since I had fallen by the wayside and only came back for the Jihad. A name to strike fear into one, and certainly an apt description for a game of conflict. I love the way that the über weapons that the Word of Blake have such appalling consequences, which seems to me to make for a balance of sorts, but the promise to return to the roots of BattleTech in a future Dark Age really intrigued me.

At the beginning of the Dark Age we have a universe which has been Balkanised by the previous century of warfare. I especially liked the setting for the game in the impending breakup of the Republic of the Sphere. The premise being that after a number of years of peace and prosperity the interstellar communication network goes down, which reduces everyone to only being able to communicate at the speed of the jumpships. Law and order breaks down as a result of fear and opportunism.

The RotS is split into 10 districts called Prefectures, which were formed of planets that had been seceded at the end of the Jihad by the major powers of the Inner Sphere. This means that each prefecture has a mix of their former factions citizens who do not necessarily think that being ruled by the RotS is a good thing. These groups form factions that are effectively in revolt as they take advantage of the loss of centralised control. A very clever way of setting up conflicts in the game universe.

So we get to see the introduction of proxy forces like the Dragon's Fury, the Storm Hammers, and the Swordsworn, which represent House Kurita, Steiner & Davion interests in the RotS. In addition, we have Bannson's Raiders, a mercenary unit funded by a wealthy RotS magnate, and some Clans too (Steel Wolves & Spirit Cats). Finally, we have the Highlanders who are a RotS faction in their own right, but loyal to the RotS. Really, what more can you ask for when setting out to fight games in a time of war? You have reasons for fighting, opportunities to fight, factions to fight with and for me this really works.

I understand that a lot of the old time BattleTech fans rather disliked the abandonment of the classical House politics they were use to, but for me this future was fresh, and allowed new players to get in on the action without feeling that they needed to know 20 years of in universe history. Of course now, with the closure of WhizKids, MechWarrior has been left high and dry, but I'm a firm believer that it is the players who make the games live, not the the publishers. So long live MechWarrior: Age of Destruction.
   

Friday, 7 May 2010

Mud and Blood WW1 WIP 2

   

Like most well laid plans of mice and men, my intention to use my
booked annual leave to paint some of the projects that have been waiting for me to get stuck into finishing them off, didn't go according to plan. However I am still able to show some progress on the remainder of the figures I have to paint to mostly finish my Pendraken WW1 British infantry Company.

In support I plan to have an HMG section, a battery of field artillery, and some mortars. The figures in front of the beginnings of the support forces are the individually mounted "Big Men" required for TFLs Through the Mud & the Blood rules.

As I mentioned before I also have some MkV tanks and some additional assets to add to the as yet unstarted French Company I've bought. Being the butterfly that I am I tend to flit from one shiney project to another, but OTOH I do enjoy what I end up doing.
   

Sunday, 2 May 2010

Northwind Highlanders

  

Here is a selection of the largest of the three MechWarrior: Dark Age/Age of Darkness forces that I acquired when buying infantry and battle-armour figures for my BattleTech support regiment.

I actually now have quite a few more since I took the above picture, as quite frankly buying MechWarrior Booster packs is, I imagine, a little bit psychologically like taking crack cocaine. You get the rush of the hit and then afterwards you want another hit again.

As those of you who have been following this blog know, I only bought a load of MechWarrior infantry figures so I could make up squads of infantry for playing BattleTech. Little did I know then that I'd get bitten by the bug that is MechWarrior frenzy, and I've just played my first ever MechWarrior Dark Age clix game this weekend. Clive and I set up a training game with 200 points per side. We each had a battlemech, two vehicles and three stands of infantry. Including reading the rule book through from cover to cover, It took us a couple of hours to play the game from set up to finish. By the end of the game I had got my head around the order that the stats were on the dial, after initially confusing myself with the order that the damage and attack values were placed on the dial.

The combat dial is a fabulous idea, because the information density is high, while paperwork is low. However, MechWarrior is not BattleTech, well no surprise there as one is spelt MechWarrior, and the other BattleTech. Seriously though, MechWarrior is actually a Command & Control game, whereas BattleTech is a game of battlemech dueling. When I get around to playing BattleForce Quick Strike I will be able to compare all three systems and feedback here what I like. So to sum up. MechWarrior has some really interesting game mechanics, and a nice balance of play from the game mechanisms. I'm really looking forward to playing another game sooner, rather than later, and I'm even more motivated to buy stuff.