Showing posts with label RfM. Show all posts
Showing posts with label RfM. Show all posts

Wednesday, 23 February 2022

Snow play on a snow day….

The surprise snow we are receiving tonight has reminded me that I had not yet posted this game from many weeks ago my wife agreed to play a wargame with me (!!) - to be honest probably due to her boredom from being ‘trapped’ by all the snow our city had received the time! The simplest game I could develop was, ironically, my “Retreat from Moscow” - yes, the one with all the snow terrain! This game  is for the convention setting with all units each on large easy to move and measure circular bases, a very easy-to-digest rules (trimmed down Rampant style), and a straight-forward ‘get to the other end’ scenario. She and I played the parties of remnants of Napoleon's Grand Armee facing angry peasants, Cossacks and Russian regulars, with the occasional wild animal - all with a very random placement and action charts which does make for some interesting actions. Hopefully the use of clear or white dice and unobtrusive markers does not take away from the snowiness of it all.
overall table design.  A white table cloth forms the snow terrain
all the units are now on large circular bases which make moves and ranges very easy to calculate.  The game is very much designed for the convention setting.
Look out horsemen! The wolves are on your flank!

Thursday, 30 May 2019

Retreat from Moscow - at Enfilade!


The first of my three games I hosted at the Enfilade! convention in Olympia, Washington State USA, was a “Retreat from Moscow” affair conceived after learning the convention’s ‘winter’ theme, the fortuitous acquisition of the beautiful Perry sculpts, the ownership of a large white sheet which could be a tract of snow covered tabletop, and the re-conceiving of the church which I previously constructed but with which I was not entirely happy so I was quite willing to cover it modelled snow - all the parts of which a miniatures game may be made; except for the lack of the rules.

I am a firm believer that all convention games, with the accompanying noise level, player inexperience, and general confusion, must be of a simplistic level to work and be fun to play.  So I made these really simple!  If the participants are not playing the game unaided by the fourth turn, the rules are too challenging!  Generally 6s to hit, movement by standard stick, shooting range by the same, blob movement, no formations and above all, no morale.  “Morale”, the mental state of which our metal miniature representative conduct human emotional responses to combat situations on the tabletop can be the bane of rule writers and players alike…so I just said there are none. Units will continue until no figures remain.  None got to that stage in this game….some were close however!
As my game write up suggests, “ To surrender is to be killed, to give up is to die frozen, to run away is to die alone in the white vastness. Your only option is to fight and keep walking but that the Russians and nature may not allow.  It's fun in the snow!!  Simple rules for a simple game!” 

I had 7 players controlling their small units of either 6 foot or 3 horse of the retreating Grand Armee including Poles, Bavarians, French and a group of various other nations (for which the Perrys made) verses the Russian defenders of jagers and Cossacks but mainly small groups of armed peasants.
(l-r)  Bavarians, French cav on foot, French infantry and on road, one unit of Old Guard

All the aspects of the game are random, including the use of hidden cards indicating who next chooses his - or her - unit.  I had the two players who picked the jagers or Cossacks also move and roll for the peasants on their side of the table to speed up play.    The game flowed along with all the French players making it across the rather rickety bridge (a chance for figures falling to their deaths in the frozen river ) and “victory” in safety off the table.  

At first, most players were under the belief that it would be a very difficult task, as I suggested even by crossing some of the terrain could kill them; but, by the end of the game, they were suggesting for more dangerous approaches for the Retreaters!  As with randomness, sometimes the aspects were not that dangerous with the dice rolls; my favourite, the wild boars, proved rather ineffective on both occasions (!) and being shot with good musket fire so not having the chance to get their teeth into either French or Russian flesh.
Russian peasant group in a 'staging area' 

I was a bit surprised being judged best of session theme winner, and handed out the swag I was presented - small flashlight measure, tape/bottle-opener combo etc. -  to the players first over the bridge as a bit of a reward for their play.

Wednesday, 17 April 2019

Retreat from Moscow - 1812 edition

On the cold road home......

Another “Trumpeter Salute” convention by the local Trumpeter Tabletop Society club is over and leaving me with a bit of a “wargamer hangover”  This can be described as a worn out feeling, sore feet, weak voice, throbbing head, aching back, and always that slight regret of not purchasing that good deal…..
the 'Vodka Wagon' pulled along

I hosted my “Retreat from Moscow” game.  For those two fellows in the back row unaware of the history (or myth…) Napoleon’s Grand Armee consisting of most of Europe’s armies was making its way back from the disastrous campaign in Russia in 1812 and through the snows of winter.

The game has very simple rules using measuring sticks and lots of randomness which helps in the fun atmosphere. Because the Russians (mostly armed peasants but a smattering of Cossacks and Jagers) are on ‘auto-pilot’ they can act in unforeseen ways but in this game with my rather low rolls, generally did not give the Allies much grief.  This, at least to me, rather boring state of affairs would change when one of the players, having safely crossed the bridge with his two units abruptly turned about and starting shooting at his compatriots!!
The peasants make a rare stand near the log pile
a close up of the Polish contingent

Apparently he decided on gaining the ‘Vodka Wagon’ for himself and the points.  He had asked me before doing this nefarious act, if he "could shoot at any unit?".  I said “yeah, sure I guess” not thinking it would be his friends.   JimD, up from the States, after this action, said he moved closer to me so I would hold him back from lunging at “the traitor”. He later said he was really angry.  I totally missed his reaction and thought the whole thing amusing and made the game that more interesting…….
congestion on the bridge
the 'traitors' (on the left) fire upon their erstwhile compatriots who retreat from the fire and abandon the wagon

As a note I made up a rule, on the spot, about the bridge, over which they must cross lest they chance dying in the frozen waters of the creek, a chance of partial collapse.  1 in 6 chance.  Of course, it would break three times each time having a greater chance.  PeterM, our statistician, wryly was calculating if it were better to chance the cold water instead!  
the Old Guard form a powerful rear guard...that is until JimF orders his unit to break rank to run for the bridge leaving PeterM to hold on his own with only half the firepower.  Only his good dice and random fate (aka my poor dice rolling for the Russian aggression) allow him to retreat intact also. (the bridge held intact long enough!)

Tuesday, 11 December 2018

"Is this not the same village, Francois?"

...."Ah, all these Russian villages look the same in this d*amned snow!"

photos from a replay of my Retreat from Moscow game on Monday night


bands of angry Russian peasants

Saturday, 1 December 2018

Retreat from Moscow - the game


Well after a vacation to warmer climes, what type of game would you think I would like to do?  Something with steamy jungles? Perhaps an amphibious landing on a nice tropical beach? No, I decide upon the frozen tundra of Russia….. and the famous Retreat from Moscow of the Grande Armee!

To be honest, the vacation had little to do with it.  It really all started with a large white tablecloth I have had for years, and a chance encounter with WillB at the club when he was selling (giving away, really) some of his Perry ‘Retreat’ figures.  I couldn't resist. When I heard that the Seattle convention of “Enfilade!” theme is to be ‘Winter’ , well…….heck.


With my interest, Will later traded with me some further of his Retreat collection…seeing my weakness :}

The Perrys do packs of six foot and three horse, so I choose to continue that organization of units as not to make the whole project overwhelming.  In any rules, you can have various means “stretch out” the elimination of figures/units and I did not see the need for masses on the table.  This game is to be a lonesome party of stragglers in small units seeking a different way home from the mass of the disintegrating French army.

Because of the small numbers, or perhaps because of them, I saw this as another of my “convention games” to be played in a noisy environment by a bunch of guys not necessarily up on any particular rules or even the period at hand.  Certainly I feel overly complicated and ‘accurate simulations’ don’t really work at big events so I opt to simple and easy to command rules.  This often means I will need to make them myself to fit the type of game and the numbers I have.
So, in this case, while the Russians (mainly peasants as that is what I ended up with) could be commanded indeed by other players, it proved interesting putting them on “auto-pilot” by using a chart and basing their ‘commands’ on proximity to the enemy and a die roll to see how they react.

The rules, brief as they were, with myself putting in about a half hour of thought were kinda based on the ideas of Lion Rampant (with low amount activation, differing hits equal casualty amounts and differing abilities).  **spoiler - they proved to work very well indeed.
The individual groups of survivors make their way past a lonely Russian village through the snow of a Russian winter.....

Of course the other things to create the game are the painting and the terrain.  The painting was necessitated by Will’s units already done.  But this actually proved a blessing because while not my usual style, it gave me inspiration to keep it simple and basic.  Then, from examples of other painters of frozen conditions, dry-brush a light grey over all areas to give them a ‘cold’ look.  Thus unusually for me, I have another’s painting in my collection.
The 'Poles' leading groups of French dismounted cavalrymen and French infantry towards the lone bridge and survival
Russian Jagers behind the houses of the village.

As mentioned the ‘mat’ is a white tablecloth I had.  Not realistic, but practical.  The Russian houses were plastic ‘Pegasus’ types previously painted by me but not to my satisfaction so they were very much “re-purposed” covered in white paint and model snow.  The Russian church I had built a while back (see: my previous post on the church build)  also became “re-purposed” and covered like-wise. Undeveloped x-ray film provided by a doctor gaming-buddy of mine years and years ago (obviously as they are now have been digital for decades) provided the cold water stream.

OK, the game.
Firstly I told Will, Jim and Peter there are no morale rules.  Units can fight on until all the figures are eliminated.  The rational is thus:
“In these frozen winter depths of despair, if you surrender the enemy will certainly kill you.  If you run, it is into the white wilderness.  To give up is to die frozen.  The only option is to keep fighting until the bitter end or continue your trek home….”

Having no morale in the rules, certainly makes everything a whole lot simpler!

While not really ‘morale’ I put in a simple rule that units sustaining the most casualties in combat or any from shooting will retreat back a full move.  That simple rule, ended up to be used tactically by the players to ‘push’ the Russians out of the way in many cases thus shooting but so losing a turn of movement just to clear a better path.
My repurposed church and leafless plastic trees in the background
Movement and shooting distances are determined according to my painted wood dowels.  Surprisingly the only things NOT to chance within the game!  And, of course, painted as to 'blend in' to the terrain.  My OCD of wargaming.....

The winner is the player with the most figures off the far end of the table.  Jim, selected the mounted French contingent and the ‘Remnants’ (of the GrandeArmee) .  His cavalry raced literally directly through the countryside so having the terrain potentially causing harm.  But as I was rolling.... and sixes were needed, so he worried unnecessarily….( I think at one point I threw 48 consecutive dice and came up with only three individual 6s and so not enough to wound, let alone eliminate a single figure….)

Jim sat back to watch Peter and Will leap-frog each other, fighting off the peasants and the much tougher Russian Jager regulars.  Yes, the Cossacks were there (of course!) but insisted to but be merely be a presence and only coming into range once to be shot up by Will’s commanded ‘Old Guard’.  Surprisingly to all the players, after initial fears of being slaughtered, Will and Peter exited with the same numbers as Jim so all were considered survivors …until perhaps the next village is encountered!
The "Old Guard" appropriately providing the final rearguard.

Some good ideas for further betterment of the rules were offered and so I will go into the next game with Version B and knowledge it will probably work for a good game and entertainment of the players.