Thursday, March 11, 2010
More Pendraken minis have arrived
My next shipment of Pendraken 10mm have arrived. I now have Mahdi Camelry, Mahdi Cavalry, more Mahdi foot, some British mounted commanders, can you say Captain Verbeek in 10mm, and a captured Krupp with Egyptian crew. I am off work tomorrow so am planning a big day of painting Sudan figures. I played a game of Colonial Adventures with my buddy Ray last weekend. Ray collects 1/72nd scale plastic men and we had a fine patrol game with the red coated British and the Zulu. Ray enjoyed the game so much that he has been diligently painting up Brits and Zulus at a feverish pace. For my contribution I am building some Zulu beehive huts. I will take some pictures as I progress. I now have a fairly sizable mob of Mahdist troops Hedendawa, Jihadiya, captured krupp, camelry and cavalry. Much painting to be done. I received a video camera for Christmas last year and took some footage of our Zulu game and some pictures. I will try and get them on here soon. Here is to much adventuring ahead, huzzah!!!
Monday, February 15, 2010
Pendraken 10mm miniatures arrived.

Wednesday, February 10, 2010
Watching the Mailbox
I have not posted in a while as the adventure has been on hiatus. I received some 15mm Old Glory Egyptian troops but really don't like the way they painted up. I am my own worst critic, but something about the all white uniform and red fez, which I have difficulty painting red, have really stumped me. I have tried a couple of techniques but I am not enjoying painting the Egyptians, maybe it is the poses or perhaps just my technique but I am not feeling them. So I may paint them up slightly different as Bizerrcans. I have ordered several packs of Pendraken 10mm Sudan and have been waiting a couple of weeks now for them to arrive. I have not played any other colonial games lately but have been reading and scheming. I have been experimenting with building palm trees and terrain but am not happy with these efforts either. Who thought desert terrain would be so hard to get correct. I am hoping the Pendraken 10mm figures fit the bill. I have been drawn to 10mm figs for a while and hopefully the mass feel and level of detail will give me a fix. I will try and post some pics of various stages of modeling in a couple of days and of the new Pendraken minis when they arrive.
ciao,
ciao,
Tuesday, November 24, 2009
THW Colonial Adventures - playtest

Over the holiday I play-tested Two Hour Wargames Colonial Adventures rules. First impressions is that this game has some real promise. The rules are written for solo or multi player gaming, the game can be played with miniatures of any scale or alternatively you can play the rules without any miniatures just paper, pencil and dice.
After Thanksgiving dinner I set up a small patrol scenario and played a game in about 45 minutes, the game probably would have taken less time but I had to look through the rule book several times as this was my first game. Before I get into the battle report I will give a brief overview of the rules.
The rule book is laid out as follows: Introduction,
Getting Started (stuff you need to play), Game Basics (discussion on how to determine troop characteristics),
Armies (divided into European and native, also there are additional army lists on-line at their yahoo group), Rules (Turn Sequence, Actions, Movement, Melee, etc.) and Scenarios (set-up, scenario specific rules). The rules are well written and organized. The scale is one (1) base equals approximately five (5) men so a standard platoon is 20 stands, although they do have rules to modify this down to 10 stands per platoon.
The main mechanic of the game is taking a series of "Crisis Tests" against the value of your units and/or leader's "Reputation". The more successful you are at passing the tests, (better rolls) the better the outcome and more options allowed. Example if your Ansar swordsmen want to charge a British Square, you must take a Crisis Test, if you pass you charge. Since the British are being charged they must take a Crisis Test, if they pass they do an action, (fire, stand, etc.) When the British fire at the Ansar, the Ansar must take a Crisis Test to see what happens when they are fired at. If you don't like rolling dice, you will not like this game. The game is played exclusively with six-sided dice so the variance in units is somewhat limited, however the mechanic is simple and elegant.
Players roll dice to determine which side goes first and based on the die roll for each side which reputation troops may activate. Each side complete all of their actions prior to the second side activating. However, Crisis Test will effect the ebb and flow of the turn. The ranged combat and melee are based upon unit reputation as well ,with some situational variables, (high ground, ferocious troops, etc.)
The game plays quickly, is simple and the solo version had just the right amount of tension and desperation. A few draw-backs, there were no drawings showing combat situations only text descriptions and a couple of the rules could have been fleshed out a bit more rather than left up to the discretion of the player. I will post my questions on the yahoo group and report on the level of assistance I receive. All in all a very fun first game, I look forward to trying the rules out with friends.
Battle report:

The rules dictate that when a unit moves into the center of a grid that the unit check for the enemy even if there are no PEF figures there. My Egyptian troops slowly marched over the hill and down into area four (4), the line of Egyptians inch forward when two (2) bands of ferocious Ansar spring up in the middle of area four (4). The Egyptians are outnumbered 150 to 85 and the Ansar are exceptional hand-to-hand fighters (I rolled really well for them).
At the top of the next turn the Egyptians and Mahdist roll the same activation number, in the scenario this could trigger possible re-enforcements and sure enough two (2) more PEFs popped up on the board.

Screams and curses are heard over the pitch of battle as hand-to-hand fighting erupts along the line. The Ansar inflict heavy casualties on the Egyptians (20 men, 4 stands) while another 20 men run for their lives (Crisis test Egyptians pass). The Lt. is nearly killed in the action (leader killed on 11-12, I rolled a 10). At the darkest moment the Ansar pause allowing the Sargent to call a fighting retreat and the line is reformed at the top of the hill.(Egyptians rolled higher on activation roll and broke from melee). The scouts are running to the sound of small arms fire but may arrive too late.

The Yuzbashi at the garrison waits for his report. The young Mulazim Tani arrives at his door. "Your report!", the Yuzbashi's voice is hard and short. "The enemy is in numbers to our east Effendi and my patrol barely escaped, I am sad to report 28 wounded and approximately 30 killed. Had it not been for the Sargent a fear it would have been worse." Just as the Yuzbashi was about to start his lecture on leadership and responsibility, a fellah burst into the room. "Effendi, we have spotted many men moving to the east and west, flying the green banner!" The Yuzbashi reached for his fez, "Mulazim prepare to redeem yourself ." "I will try my best, Effendi!"
The next scenario in the book is a raid by the winning force of the Patrol scenario. I will play this scenario with friends and report later. In summary Colonial Adventures is a fast, simple and good set of rules. I will report later and continue exploring other rules as well. On a crafting note I had a bit of time to work on my terrain table last night, I hope to post pictures soon.
Monday, November 16, 2009
Terrain, Miniatures and a New Book



Yours truly,
Monday, November 9, 2009
The Battle of El-Teb

First impressions of the rules, short (10 pages), random card driven turn (not all units will activate each turn), funny (humorous card effects), ambiguous.
I have not played Too Fat Lardies' rule system before so those who have may have an easier time interpreting the flavor of the rules. The main driver of the rules is the action deck and blinds. The action deck is built by making a card for each large unit, most officers, some special event cards and one (1) end of turn card. During each turn cards are drawn and each card activates its' unit. The other major component of the rules is utilizing paper "blinds" for each native unit, I used 5X3 inch index cards face down. These are deployed by the native player for intial set-up, additionally the native players received blank "blinds" which would help hide the location fo their troops even more. The British officers and units can attempt to "spot" the enemy blinds (reveal if they are actually troops or not). The combination of the random end of turn and inability to see your enemy at the beginning are both interesting concepts.

The scenario started out with the Mahdi's forces (natives) occupying a couple of hills flanked by rough terrain (pictured left) and the British entering the board from the lower corner.
The British player began advancing and attempting to spot the Mahdi's forces with his cavalry and got a bit overextended on the left flank. The Mahdi's forces stayed undetected with little movement the first turn. However, the Native artillary started to fire at the British advance triggering the British player to fire his artillary and jamming his Gardner machine gun, which never unjammed the entire game.




Tuesday, November 3, 2009
Paper Figures
I am playing my first Colonial war game this Friday 11-06-09 and will post a battle report. We will be using Too Fat Lardies "They Don't Like it Up em!" rules and playing they're introductory scenario. I do not have any Sudan figures as yet so what to do. As mentioned earlier when starting a new period I general turn to http://www.juniorgeneral.org/ for paper miniatures and once again the site did not fail. Don't get me wrong, paper figures do not IMO have the aesthetic appeal of lead minis but for the thrifty gamer or trying on a new set of rules they can not be beat. This picture shows an example of the King's Royal Rifle for the scenario.
The paper figs print out to approximately 15mm scale. However, you can adjust your printer to print them out larger or smaller if you wish.
I am basing them on square 30mm bases, this will fit the Lardie's rules and next up is Piquet Field of Battle. http://www.angelfire.com/az3/twohourwargames/index.html is running a special this week on their Colonial Adventures rules and I might pick them up. If anyone has a critique on the rules please feel free to post in the comments. I also have an interest in Pony Wars and Patrols in the Sudan. A few other rules have been mentioned on the miniatures page and have also sparked my interest.
I have begun the great delima of scale, 6mm, 10mm, 15mm or 25-28mm. Each has its' merits and drawbacks. But first to select a set of rules.
Finally, I ordered Tel el-Kabir by Donald Featherstone, a book on the Egyptian revolt for more background and perhaps to game some of that conflict as well. Back next time with my first battle report on the Lardie's rules.
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