Showing posts with label Sharp Practice. Show all posts
Showing posts with label Sharp Practice. Show all posts

Thursday, May 16, 2019

Reboot and Pickett's Lard 2019

It's been over a year since my last blog post - and quite a year it's been. I went on a phenomenal trip to Ireland and the United Kingdom, started a new job as a seasonal ranger at Gettysburg National Military (gone are the long commutes to Baltimore), my wife and I bought and moved into an 1840s house in Gettysburg, and we found out in February that we're expecting our first child this fall. Though I was able to make time for my hobbies, my blogging fell by the wayside.

Even though there's a lot coming up with work and real life, I've want to reboot the blog for a while now, so figured now was as good a time as any. In addition to changing the name (which was always a bit clunky and no longer relevant to me) I plan on changing the format of the posts as well. In stead of long, overly detailed posts of big gaming events, expect shorter and more frequent posts focusing on my wargaming hobby, but also history books I've been reading, visits to historic sites, and maybe even the projects I'm working on at the park. We'll see how it goes..

That said, I wanted to share a little write up about the first public wargaming event I ever hosted...


Pickett's Lard 2019

As a big fan of the wargame rules from Too Fat Lardies, I've started running games with the "Lard America" group of gamemasters at the HMGS conventions. A few of the other guys live fairly close and we've met up for games outside of the shows, but for while some of us had talked about hosting a "Lard Day" here in Gettysburg. We've heard of several of these events - casual, one-day gaming events showcasing the Too Fat Lardies games for veteran and new (to the rules and/or miniature wargaming in general) to enjoy. In addition to having space available at my church (where my wife is the pastor), we figured Gettysburg would also benefit from being centrally location and allowing us to partake in some battlefield walks in addition to our games.

After dragging our feet for a while, over some drinks at Cold Wars this past March, we decided to pull the trigger and planned the event for May 3-5. Though it wound up being short notice, we were able to put the event and get 13 people to attend.

After having dinner and drinks with those who drove in on Friday, the festivities began in earnest on Saturday morning with the first of two sessions of games. The morning slate featured a game of Chain of Command set in a hypothetical 1940 German airborne attack in Britain, an early war What a Tanker game set in North Africa, and my friend Tim running a game of Sharp Practice with some of his custom Napoleonic Lego minifig collection.

The morning GMs setting up
A cavalry-heavy Sharp Practice game heats up early
Desert War What a Tanker!
I was able to play in the 1940 Chain of Command game - commanding two German pioneer teams supporting a Fallschrimjager platoon tasked with capturing a compound held by a Home Guard platoon. Since I only had a small force and we didn't roll many of the necessary "1"s I needed to active my teams, I was able to mostly spectate as my friend John and his paratroopers smashed whatever our friend Ed's old men and boys threw at us (including antique Krupp gun captured from the Turks in the Great War). Though we ultimately succeeded in breaking the enemy platoon's force morale - making my wirecutting and demo teams unnecessary - we were unaware that on the fourth turn of the game, the Luftwaffe, lacking faith in our abilities, would bomb the facility before we could seize it for ourselves!

The FJs advance towards the compound
The Home Guard Krupp gun
 After a lunch break, we had a second round, featuring two games of Chain of Command - one set in Belgium in 1940 and the other in Russia in 1942. I played in the latter leading platoon of Soviet partisans which, alongside a platoon of Soviet regulars faced off against two German grenadier platoons. It was my first Eastern Front CoC game and my first time playing with "green" troops. Even with the cover of the heavy woods on our section of the table and entrenchments for my squads,  the firepower of my mate Chris's grenadiers were too much to handle. My medium machine gun team was wiped out almost as soon as it deployed, and despite hitting the enemy Panzer IV, the satchel charge and Molotov cocktails of my tank hunter team only inflicted a point of shock on the AFV (on the other side of the table, my comrade Tim's anti-tank rifle team ambushed a German armored car at close range, causing it to explode - but also causing them to flee as a result). As my partisan's force morale started to waver, I threw caution to the wind and brought it my elite squad of Soviet assault troops. With their 10 sub-machine guns they were devastating at close range (rolling 40 dice when they closed within 6 inches of the enemy), and though they inflicted casualties, failed to break the squad that opposed them. Chris was able to quickly recover from this counterattack and broke my platoon, and as the other two platoons were beating each other into a stalemate, the Germans pulled off a victory.

My buddy Evan (commanding one of the German platoons) surveying our battlefield

A pre-game shot of the afternoon's other game of Chain of Command

With the other group wrapping up their second run of the scenario - the objective having been met in the first round in about an hour - we called it a day and after getting the hall nice and tidy, heady for dinner and some well-earned drinks. Sadly, heavy rains the next day canceled our battlefield walk plans, but everyone still had a great weekend!

The Pickett's Lard 2019 crew (sans our esteemed blogger, who took the photo)

We're looking forward to making next year's event bigger and better, so stay tuned!!

Wednesday, April 4, 2018

Cold Wars 2018 - Day One

I've been fortunate to have gotten a lot of gaming and hobby time in lately, so I'm hoping this is the first of several postings.

This past weekend saw the HMGS East faithful descend once more on the Lancaster Host for Cold Wars 2018. Though I always enjoy these shows, I was particularly excited for this one, since I was taking two of the guys from my gaming group, Codie and Wes, to their first wargaming convention. My dad, who missed Fall In! was coming down for Saturday, and my mate, Chris, was coming along both Friday and Saturday.

After fueling ourselves up for the morning with some Dunkin Donuts, we took made the one-hour trek to Lancaster, where me met with Codie (who lives closer and traveled on his own) and headed to registration. I should note, that while the convention remains at the much trouble Host, the show itself has a new planning staff and from the very beginning we were impressed. Instead of the usual table of volunteers filing through the name badges of pre-registered attendees, we found touchscreens attached to small printers. A quick entry of our last name and first initials resulted in the printing out of our name badges and game tickets and were soon handed a nice drawstring bag and dice cup. Three of us had been able to sign up for an afternoon game in our pre-registration, so our next stop was the games table to find something for the morning.

The only upcoming game that could accommodate us was a demonstration of the Shatterlands skirmish game - a fantasy light RPG-style skirmish game set in fictional conflict loosely based on the French and Indian War. I'd seen this game at numerous conventions and had heard a great deal about it, but had never had the opportunity to play. We were joined by 5 others and each given one character for the small learning game. Chris and I were playing the bow-armed Rupani, while Wes and Codie each had one of the firearm-wielding Dumah. Each player was given a  unique character sheet, which is really where the game gets creative. Nearly each trait (Aim, Melee, Shooting, etc.) is assigned a circle with a certain color which corresponds with the type of dice rolled for that kind of action. As hits are taken in certain parts of the body, players tick off circles with a dry erase marker. After a few of these are checked off, there are a several circles covered with the same scratch-off material one might find on a lottery ticket. When the trait is worn down to the scratch off circles, the player scrapes off the silvery material to reveal the new color level - sometimes causing no change, but other times causing a loss in quality. All in all, a rather novel system.

My Rupani warrior

The field of battle for our Shatterlands game (with my character in the lower right)
Shatterlands uses a card activation system, including a reshuffle, so we all didn't get an even number of activations, but the game moved along pretty quickly. Chris on our left flank moved from cover to cover and began taking shots at the enemy when he could. Wes, in the left center of the enemy was also taking potshots at the foe (including my character).

Characters belong to Codie and myself locked in one of our multiple melees

In the second melee, my only hope of success was rolling less than this on 4 dice
The most interesting storyline in our game, was the combat that ensued between Codie and I. Between our figures was a cluster of cover that I immediately rushed to, but Codie beat me to it. Undaunted, on my next activation, I decided to charge into combat. Codie's character got the better of my own, and caused my warrior to go off balance. When it came to my morale check, we found out that my character's courage score was very low and so he immediately fled. The actual result would have carried me off the table, but out benevolent gamemaster (who also happened to be the game designer) allowed me just to retreat to the edge of the table. After rallying myself, I decided to try a second melee. During my advance, Codie took a shot at me, but due to the fact that my character had gone to ground and he rolled poorly, the bullets whizzed by harmlessly. I charged again and suffered the same result. To defeat Codie, I had to roll less on four dice than he did on three. When his roll resulted in a '4', I knew I was toast, and my character fled once again (and once more was saved the indignation of routing off the field by our benevolent overlord. At this point, I stepped away to use the restroom and by the time I return, Chris's fire had incapacitated one of the enemy, a blow to their force from which they could not recover in an introductory scenario. As it was getting near the end of the game's allotted time we called it. Those on the victorious side got to make some improvements to our character cards and the defeated advanced their experience as well. As a thank you for playing, we all got to keep our character cards and could swing by the vendor's table in the dealer hall to pick up a free miniature representing our characters. A nice touch!

After finishing our round of Shatterlands we were looking for something to do before our other game started later in the afternoon, and as fate may have it, we saw that a two-hour demo game of Blood & Plunder had been added to the schedule and about to start. For those who may not know, Blood & Plunder by Firelock Games has been one of the most talked-about rules systems over the past two years. It is a skirmish level game set in the golden age of piracy (mid- to late-seventeenth century). It is a simple, but nuanced, rules system accompanied by a spectacular range of miniatures and model ships. It is most definitely not your typical pirate game, as the emphasis is put on historical tactics and abilities instead of Hollywood daring-do and hijinks. The game first began as a Kickstarter, which introduced the game along with the English, French, Spanish, and Unaligned factions- but I was late to the party. I was going to pull the trigger, but when I heard there was a second Kickstarter planned that would bring, among others, the Dutch into the mix, I was hooked (I should note that much of my research in grad school focused on the imperial rivalries between the British and Dutch in the seventeenth and eighteenth centuries). I made my pledge last summer and had played a demo at Firelock's booth at Historicon, but the figures won't be shipped until later this spring so have been waiting patiently. In any case, I was eager for the guys to see how the game worked. Unfortunately, there was miscommunication between the gamemaster and the staff at the games table, and what was advertised as a game for six, was actually only set up for two. Having played before, I offered to sit on the sidelines. The GM spent sometime going over the background of the game, the forces involved in the demo, and the rules themselves.

Chris's French crew

The Spanish commanded by Wes and Codie


The demo pitched the Spanish against the French, with each side crewing a sloop. The game only lasted a few turns (but was long enough to give everyone a taste for the rules), so I don't have much to report. The first few turns saw the ships come ever closer to one another, exchanging a few shots, which resulted in a handful of casualties on each side (though more for the Spanish) and leaks in both ships. Ultimately, the Spanish brought the enemy ship in with grappling hooks and a series of melees began. The Spanish lanceros cleared some space on the French sloop, while the first French attacks caused considerable Spanish casualties. Our two-hour time slot was coming to an end, and though the losses from the melees were fairly even between the two sides, the Spanish had were having a hard time of the engagement as a whole - so we called it as a slim French victory. A fun, quick fight

After a quick jaunt to the vendor area, we headed to our last game for the day. This featured another ruleset I had previously played but was eager to show the lads - Sharp Practice. Our game was called "Race Across Carolina" and was set during the southern campaign of the American War for Independence. Wes and I were in command of the British forces, which included two units of grenadiers (one from the famed 23rd Fusiliers), three of Highlanders, and two groups of Hessian jaegers. Chris and another gamer had the Americans, comprised of three units of Continentals, two of state line, and two of riflemen. Codie had been unable to get a spot for the game, but opted just to observe.

My grenadiers advancing toward the bridge
The scenario was a classic bridge crossing situation, with the Americans playing the role of defenders and our valiant redcoats being ordered to get at least one unit across the creek at the table's center. As a veteran gamemaster, I appreciate giving a clear objective to my players in a convention game, but in this particularly set up, the object sort of turned into the game's undoing. In making the bridge the way across the creek, the game quickly devolved into a funneling of all troops into a close quarters scrum for one small point on the field - there was really no incentive for maneuver or nuance. To make matters worse, the gamemaster decided to explain the basics of the rules to the American and British players separately, which resulted in both sides learning the rules differently - the biggest impact this had was that for the first few turns, as my road column headed towards the bridge rolled one less die than it should have, meaning that the Americans got in position to cover the bridge with fire much sooner than our troops should have. To be fair, I was rolling pretty terribly for the first few rolls, but even a half dozen or so inches would have been a big help. Furthermore, while Wes and I had been told before the game that our Hessian jaegers were not armed with any melee weapons - even though they historically had short swords and the figures were appropriately armed - we were not informed until a few turns in that the GM insisted the jaegers be treated as line infantry, not as skirmishers and light infantry as we had (perhaps rightfully) assumed.

Our brave Highlanders advancing to provide covering fire for the advance to the bridge

The elite companies exchanging volleys with the Americans

After a long slog through the woods, my jaegers finally arrive on the scene

Oddities and miscommunications aside, we had a pretty good game. For a few turns our two sides exchanged volleys across the waterway, with varying degrees of success. Though our redcoats were taking casualties and picking up shock (one of our units of Highlanders was pushed back at a point), the Americans were definitely getting the worse end of it. After a number of volleys, we broke the riflemen and forced the state line to move to a quieter spot of the line, but the three units of Continentals were a behemoth that could not be bested, and took almost no casualties during the fight. As we neared our last turn, I figured only something heroic could break the stalemate, so in the last actions of the game, but grenadiers charged towards the bridge, into a hail of fire that caused at least 7 kills and harrowing amounts of shock.

This year's Cold Wars offered a Friday night flea market session,  which was going to start in an hour after our game finished up, so we all grabbed some dinner and a beer and debriefed from the days activity before heading to the bring n' buy. Codie bought a few books, and the rest of us opted to save up for later.

More on day two and three later!