Saturday, 18 May 2013

Revell 1:50 Viking Longship

Grabbed one of these off eBay for $25 and I must say it looks the goods.

I know 1:50/1:48 is "about" 28mm but since 28mm varies so much it was a bit of a gamble.

I'm not a fan of "modelling" but for the price the Revell longship is worth a look. The sails (not included in the shot) are hard white plastic, in a "billowing" shape.

GW's LOTR stuff is, ironically, pretty lifelike and one of the least "heroic" (i.e. ridiculously oversized) miniature lines - so I used it as my "frame of reference."

As you can see, the longship seems a little small - but not jarringly so.  The miniatures' base makes it appear proportionately larger.

If you look at the size of the Viking roundshields, however, the scale seems pretty spot-on.

The "rounded bottom" of the model ship means it is only really good for acting as a "beached" longship - but that is all I really intended it for anyway - as a scenario marker for a raid, as I cannot think of any Viking boarding actions I would need to re-enact.

I dislike multi-part models....  ...but after all this is a "model kit" designed for those strange masochists enthusiasts (who probably also enjoy meaningless frustration in activities like crosswords, Sudoku and puzzles) it is fairly restrained with a modest but not unreasonable amount of parts.  I'd say it looks like an "average" to "easy" kit - but I'll get back to you on that.

I also notice there is a HMS Beagle which might stand in well for a pirate ship, and a S-100 S-Boot which might be useful in WW2 scenarios. 

TL:DR  Not bad for $25 - seems to fit 28mm fine - I'll let you know how much I fill up my "swear jar" completing it.

Sunday, 12 May 2013

5150 Fighter Command - Space Fighter Miniatures Game Review

At last - a space fighter game to challenge the venerable Silent Death.*

Anyway, since I interviewed Javier last year this is a game I have been waiting for.  This is 2HW's second attempt at the space genre.  5150 Star Navy was more a fast-playing campaign system with abstracted gameplay for mass battles, rather than the Full Thrust replacement many craved.  5150: Fighter Command promises gritty fights between flights of fighters, made by a fan of the old Wing Commander PC game series. 

Studio Bergstrom makes excellent fighters... that bear an uncanny resemblence to popular TV shows. 
Super cheap at only $1.25 each!

The Shiny
Well I plumped for a pdf and given most 2HW games are softcover B&W with a colour cover I presume my comments will fit the print version as well.

I am not a great fan of the 2HW editing and layout and I personally find reading the rulebooks a chore. This is not helped by the fact 5150:FC is quite "dense."   The pdf is large - weighing in at 67 pages of rules plus another 30 or so pages of appendices, ship info, quick play charts  etc. As usual for 2HW games there are lots of "reaction charts" which look a bit confusing but you usually only need a few of them.

There are plenty of ship charts for the homebrew 5150 universe and I appreciate the "Reaction Test" sheets which detail key reactions for fighters, capital ships on 3 handy pages.

Models
5150:FC will use any ships, and indeed the author uses the super cheap EM4 Silent Death plastics I have used in the past.  I can also recommend Studio Bergstrom for your not-Stars Wars and not-BSG needs - the minis are always beautifully cast, and flash free. 

5150: Fighter Command draws influences from the old PC game: Wing Commander

Pilots and Crews
Fighters can be piloted by Stars (Starbuck, Luke Skywalker) or Grunts (the cannon fodder). This cinematic conceit well suits a fighter campaign.  You have complete control over the stars, but grunts will react depending on circumstances (and dice rolls).  Stars also have cinematic longevity (they cannot be killed by lower-rated pilots, get bonus dice and can "cheat death."

Pilots are rated REP 2 (civilians) to REP 6 (godlike heroes) with most being REP 3-5.  I've often wondered why 2HW never switched to d10 as this would allow them a wider range of ability types with a more gradual scaling.  Stars can get two "special attributes" and grunts get one. These include sci fi staples such as "maverick"  "born leader"  "exceptional pilot" and ..."drunk."

Fighters, Weapons and Stuff
Fighters are classed as light, medium or heavy. They have a solid selection of weapons that cover most sci fi series - lasers, mass drivers, plasma cannon, rail guns. There are missiles, mines, rockets and torpedoes, with sub-classes such as swarmers (think Macross) and leech missiles (shield missiles from PC games). A good mix of weapons, without going overboard. So far so good.

However there is NO points system.  The author suggests that points systems are inherently imbalanced and games depend more on player skill than otherwise. This may be true, but in a space game, the absence of a "ship creation" system is glaring, and it may alienate potential players.

Gameplay
Stars get to choose their actions and reactions, but grunts usually react to certain situations based on dice rolls made against their skill (REP).

At the start of the turn both players roll a d6.  The lowest scorer moves all ships and missiles, then the higher scorer moves.  The lower scorer than completes any actions, then the high scorer carries out actions.  Actions include firing, repairing, etc. 

However not all fighters will get to act. Only fighters who have a REP higher than the dice roll can act - which means better pilots will be able to act more often and rookie pilots will often miss out.
I.e. a "4" is rolled for a REP 3 flight of Vipers.  As their REP is lower than the roll, they are inactive and can only "react" to enemy actions.  A REP 4 or 5 flight would be able to act.  




Movement
Fighters can use afterburners which can yield up to double speed depending on rolls and pilot skill. Turning is like many space/fighter games - move half distance, make a turn; move the remaining distance, make a turn.  Ships can increase or decrease their speed based on their acceleration.  Pretty standard so far. 

However...  Active fighters can make special maneuvers instead of normal movement. Fighters within 5" (visual range) can perform "dogfight" maneuvers.  These will be triggered based on the facing and direction of the opposing fighter.  These can be triggered by reaction tests.  

This allows "NPC" fighters to be controlled by their reaction rolls but may mean combat positioning is dictated more by pilot "REP" ratings and dice rolls rather than the maneuverings of the players themselves.   

Gameplay
"PEFS" (Possible Enemy Forces) or "blips" are picked up on scanners from 20"; at visual range (5") can "see" enemy ships and is the range where fighter combat usually occurs.  

Once enemies are "In Sight" a test is rolled for all in visual range. The highest scorer acts first.  Stars can choose exactly how to react (fire, dogfight, use afterburners, change course, etc); grunts will fire if they can, and dogfight or change course if they cannot.  

Reaction Tests
These are heavily used in 2HW games and 5150:FC is no different.  There are lots of tests but the most common are the "Received Fire" (when a fighter has been shot) "Countermeasures" (against missiles) but can include ejecting, collision, landing, repair, and stuns.  

Ships that pass the tests may perform actions like snap fire, afterburning away, changing course or even retiring from the fight.  

Combat Resolution
The typical weird 2HW system where 2d6 are rolled and rolls of 7-9 score hits if certain criteria are fulfilled; and any 10+ hits regardless.  It's supposed to be simple but I find it more awkward than otherwise.

Any hits roll 1d6 against the weapon's damage or "impact" rating; if the d6 score is less damage occurs and a d6 is rolled for hit location.

Hit areas include engine, shield, hull, guns, comms, and cockpit. A 2nd hit to the same area destroys the fighter. This is similar to Hind Commander (and Check Your Six?) and means a few micro d6 can be used to track damage rather than recording zillions of hitpoints an elaborate ship data sheet.  

 Fighters can attempt to repair a damaged area each activation.  

Capital Ships. They're awesome. 

Capital Ships
5150: FC is mostly aimed at flights of fighters, but capital ships are needed to transport and supply them.  They are fairly simple - they have main guns and torpedoes and can transport fighters, bombers and assault dropships.  They are divided into light (destroyers, escorts) medium (cruisers) and heavy (battleships, carriers). They use the same rules except they accelerate and turn ponderously and have far more powerful shields.   Capital ships have their own series of reaction tests and their own damage table.  There are rules for ramming and boarding actions. Players can elect to be the "Star" captain of a capital ship (aka Captain Adama).

Terrain
This is important for a space game and 5150: FC supplies a "random terrain generator"  which can include minefields and drifting hulks along with the more common asteroid belts and dust clouds. 

Battlestar Galactica > Star Wars. There, I went and said it.  
 Campaigns
The core "rules" are 42 pages but there is (as expected) a solid campaign component.   The game is aimed squarely at scenarios and focusses strongly on campaigns.  There is no "points system" but the campaign system uses an "investment level" that, depending on the intel level, can cause significant mismatches.  Typical forces include a single flight of light, medium or heavy fighters, with or without an accompanying capital ship (depending on "investment level.")  Your squadron may have extra "assets" such bonus rockets or missiles depending on your investment level. 

You can have good or bad intel - you may find yourself significantly outgunned or missions may just "go wrong" - the mission you prepared for might not be the one you actually have to accomplish. 

"PEFs" or "blips" can be moved and resolved automatically depending on dice rolls and tables set out in the rules. This is very handy as it allows you to play solo or co operatively against "NPC" ships and fighters. 

Random events can occur (such as space pirates, rescuing escape pods, or encountering an enemy ace) and reinforcements can escalate battles on their own.

Missions include patrols, strike, boarding actions and defensive CAP and escortAfter battles pilots can be promoted or replaced, gain or lose fame and "REP" and track your success in the campaign overall.  There is some information on the homebrew 5150 "Game Universe" which, to be honest, I don't find very interesting or attractive. However they will suit as handy generic races if you are using less recognizable miniatures such as the ones from EM4.  

As usual, 2HW puts in a very strong campaign element and the solo/co operative gamer is well catered for here. 


 Talk of Wing Commander.... maybe PC space sims aren't dead yet. 
By the creator of Wing Commander - Chris Roberts. 
The trailer is actual in-game footage! More details here.
TL:DR
5150:Fighter Command caters for a different audience than Silent Death, eschewing a point system in favour of a strong campaign/narrative focus.  It has far more depth of gameplay than the rather sparse 5150: Star Navy and allows you to field fighters from your favourite movies.  

Some players may dislike the emphasis on pilot skill "REP" and automated "reactions" which can detract from the player's input - but remember you are only a single "Star" pilot (who CAN choose his reactions freely) mixing it up with less skilled "grunts."  

The strength is in its simple but deep campaign and mission setup -  individuals and squadrons can progress in a Mordhiem-style setup notable for its ease of use. I also like the simple damage system which is easily tracked and avoids the "dozens of hitboxes" trap.  Best of all, you can play it co-operatively or even solo. As space gaming is a bit more niche than your average "40K" or "Warmahordes" club, and finding an opponent can be difficult -  this is a not-insigificant feature. 

Recommended:  If the idea of guiding a fighter squadron through a series of missions appeals to you, then look no further.  5150: Fighter Command has to my knowledge no obvious rivals bar some Silent Death house rules (Mongoose's Blue Shift remains vaporware) and it is by far the most playable space campaign system out there. And unlike Star Navy, it is tied to a pretty decent tactical game.  

*No, X-Wing doesn't count. Since (a) it is more an (expensive) CCG and (b) it reuses Wings of War's guessing game mechanics

Friday, 10 May 2013

Back to Infinity

I have a weird relationship with Infinity. I think it is an awesome game, with great models and innovative, elegant game design concepts, that has been wrecked by a ridiculous amount of special rules, skills, abilities, and weapons. 

It is a points-based competitive game where "lists" were secondary to player skill and tactics. "It's not your list - it's you," was the famous Infinity catchphrase.

However the game has succumbed to rules creep (aka "Malifaux syndrome") so victory can often go to he who remembers the most rules.  Base Infinity had 54 special skills, Human Sphere increased that to 76 and Paradiso upped the special rules count to 83.  In addition, there are currently 61 unique weapons, there are a dozen unique ammo types and there are over 30 different pieces of equipment. Personally, I think 200+ special exceptions to rules is a bit much for a RPG, let alone a competitive wargame.

The new Infinity cry should be "It's not your list - it's your memory." An iPad linked to the rules wiki is pretty much mandatory for play.

Anyway, for a while I have been determined to get back to the basics. So I dragged out two simple forces - a Ariadnan force (me) made up of 4 Kazak riflemen and a Scout sniper, against Yu Jing squad of 4 Celestial Guard riflemen and a sniper (wife).

Turn #1.  I deployed first and took the first turn. I advanced my scout sniper to the central buildings and my rifleman in pairs up the right side where cover was thickest.

My scout sniper was taken out from a rifleman firing from under the pipe.  I positioned him poorly (not in cover) but I was "surprised" by the long effective range of the humble combi rifle.

Turn #2.  My wife moved her sniper to my far left, but as it had no LoS I kinda forgot about it - with unpleasant consequences to me later...  then moved her forces forward.  My scout sniper forced an ARO but was promptly gunned down burst of fire from a rifleman. I forgot how long optimal ranges are, even for relatively short ranged rifles.  0-1.

Do you see the sniper in the top central building building? I didn't. My guy died.

Turn #3. I tried to seize initiative back with a raid down the right flank.  Sadly my rifleman crossed the LoS of the wife's sniper, artfully hidden in a window on the opposite side of the board.  It fired between the oil drums and my rifleman dropped instantly.  0-2.

A bit shaken, but undeterred I pushed on through the far right building. I hosed two of her rifleman with automatic gunfire; both took half a dozen shots each and passed every armour roll.  I took this as a sign the dice gods were against me.  

The Kazak in the top building scored 9 hits.... without one causing a wound. Naturally, in the next turn he took two hits and failed both his armour rolls. 

Turn #4.  With my scout sniper disposed of, the wife was able to move her forces up the middle.  Thankfully she missed an opportunity to "blindside" me with a rear shot - but no matter.  Firing from cover she delivered two shots to my rifleman, who was punished for his earlier failure to pass an armour roll by promptly failing his own. 0-3.

Then one of her troops poked around a building to take on my last two troops sheltering at the corner of a building. My lead Kazak took two rifle rounds to the chest and dropped.  0-4.

With my luck thus far, I wasn't expecting to win (or even survive) my last opposed roll. 
I didn't.

Turn #5. My last remaining rifleman (also my Lieutenant) failed his nerve test. Typical. As an upside, my very competitive wife (who is such a sore loser she refuses to play PC FPS games against me for more than 10 minutes) now thinks Infinity is "awesome" and she wants to play more.  There's a silver lining in every cloud, I guess.

Thoughts:  Weapon ranges are stunningly long - something I forgot to my expense early in the game.  Mistakes are punished harshly, and lethality is high - for me anyway (my wife freakishly passed 9 consecutive armour rolls).  Without any special rules (I ignored the scout's "Camouflage" and "Infiltration" - which could have made a difference early on) the game flowed quickly and lasted only 30 minutes, which included pauses to check on baby.  Infinity at it's most basic is an elegant ruleset, with resource management (Orders), free "reactions", lots of move and action choices and high lethality making for interesting and tense decisions every time you (or your opponent) picks up a miniature. 

Infinity miniatures are a mongrel to paint - they are so fine, fiddly and delicate and you always have their impossibly talented studio painter Angel Giraldez to keep you feeling hopelessly inadequate and unworthy of even basecoating them....   ...but I am inspired nonetheless - currently prepping some chaingun-wielding werewolves to spice up my Ariadnan force....

Thursday, 7 March 2013

WW2 Coastal Forces - 1/1200 vs 1/600

I'm looking at my 1/1200 Hallmark minis (which I bought on a whim) and find myself in a quandary.

Do I add to my 1/1200 coastal collection and thus "lock in" to a scale? Or do I switch to 1/600 before it its too late.

The argument for 1/1200 - quite crisp, and as well detailed as 1/600 - but man, it's tiny. What's the point of detail if you can't see it without a magnifying glass?

1/600 are easier to handle, at more than double the price ($5.25 vs $2). Surprisingly, coastal freighters are quite close in cost - $9 in 1/600 vs $7 in 1/1200 for a 500-700 tonner.

This PT boat from PT-Dockyard costs around $5.25. It doesn't have more detail, but you can at least see the detail there is....
 
"Will you pay... the price of detail?"
However here's an argument against both - they are both overpriced!
 
For the same $2 for a microscopic 1/1200 S-boat you can get a much larger aeronef ship (also metal) with an accompanying flight stand (not pictured)... The "nef" has far more metal than a $7 freighter. 
 
My original rationale is price - however getting a decent 1/1200 collection then switching later would be even more costly.....
 



Sunday, 3 March 2013

Schnell Rules for Schnellboot, Hunters on the Shoreline, Pz.8 Coastal Wargame Rules

I am embarking on WW2 coastal forces as a gaming "genre."  Since most battles are at night, air power plays a lesser role (this is the reason I have always preferred WW1/pre-dreadnoughts), there is an interesting mix of cat-and-mouse stealth and frantic, high speed, close-range combat.  I also like the fact coastal forces (in contrast to the bigger ships) saw almost constant action, in some varied and unusual locations (Black Sea, Baltic, Aegean saw some interesting battles).  There is a weird mix of high tech, and jury-rigged ships. Converted landing craft and barges with anti tank guns and heavily armed sailing yachts served alongside 40kt S-boats with Lurssen effect rudders, or super agile minesweepers with vertical propellors

The S-Boot; stealthier, faster, tougher and more sea-worthy than its rivals

High speed, flimsy boats, heavily armed with automatic cannon means combat should be short, sharp and bloody. I would like the rules I use to reflect this. The two main rules I found, Flaklighter and Action Stations, were meticulously researched and detailed.  In fact, they would be handy as reference material. However I reckon the average WW2 coastal action would be over well before I finished a single game turn, given the amount of minutinae and record-keeping. 

Under the premise that it is easier to complicate a simple rule set, rather than simplify a complex one, I went looking for a fast play ruleset upon which I could "add to" if needed.

The Best Rules are Free
Ironically, the rules that seem to best suit my needs are freely downloadable.  The first ones I came across that fit my "fast play" criteria were from the Panzer 8 series of "one page" wargames series, which have a fast play ruleset to fit almost every genre, including Pz.8 Coastal Wargame Rules.

Speed was recorded using a d6, making it easy to record speed changes.  30mm and smaller guns were grouped as a "fire factor" whilst 37mm and larger scored individual hits.  Hits were scored on 4+ rolls (modified for range and speed). Super simple. Damage is easy too - compare weapon attack + d6 to ship defence + d6 - the margin determines if ships are either Damaged, Wrecked or Sunk.  Heavy guns can be knocked out separately.  These rules were inspired and distilled from Schnell Rules for Schnellboot and Hunters on the Shoreline.  Pz.8 also has simple rules to allow submarines to be involved.

The Fairmile D is my favourite MTB for "looks" - and with its size, radar and impressive firepower it was arguably the pinnacle of allied MTB design

Next, to Hunters on the Shoreline.  (by the author of Flaklighter). It was also a pretty straightforward game. Ships moved 1cm per knot of speed, and it had more thorough visibility rules (a good thing, given the paramount importance of spotting in night actions). It used a similar firing system to Pz.8 (fire factor for small weapons, individual hits for bigger guns) albeit using different dice types (d8s, d12s, etc) but its damage system was much more involved - MTBs had "buoyancy points" (a.k.a. the dreaded hull boxes) of which were only 5-10 for a MTB but could be up to 100 for a destroyer.  In addition there were 7 hit locations.  I felt all the extra recording was not worth the cost, over the simplicity of Pz.8 - its damage system is comparable to that of the more complex commercial rulesets. HotS also has rules for smoke and for using depth charges against surface targets.

The numerous Russian G-5 hydroplanes were only 14-16 tons (they had an easily corroded aluminium hull). In light conditions, the two 800 or 1000bhp aircraft engines push them along at 49 or 56 knots (and an incredible 63 knots when not fully loaded!)

Finally, the elusive "Schnell Rules for Schnellboot" by David Manley (also the author of Action Stations). After exploring many dead ends and broken links, I found them in the files of the narrow seas yahoo group. It shares movement similarities with Hunters of the Shoreline with the fastest MTBs topping out at around 30cm/move. 

The spotting rules, though still simple, are the best yet, with dummy markers to add uncertainty. Firing uses a d20, modified as usual by target size and speed. Weapons fire is grouped by "type" (i.e. HMG, 2pdr, 20mm, 30mm, etc) and is thus a bit more detailed and fiddly than the "fire factor" approach of Pz.8 and HotS.  


However the damage system is excellent - with Damaged, Heavily Damaged, Wrecked or Sunk (4 "levels" compared to Pz.8's 3). Speed, maneuver and weapons can also be knocked out.  It is a little too complex to simply use markers on the board (like Pz.8) but it adds extra 'grittiness' without bogging down. 

SRfSb also has rules for aircraft, starshells and flares, an alternate torpedo resolution method, depth charges. There is also the chance of random visibility or fires caused from gunfire hits illuminating the vessel. SRfSb also has the most comprehensive list of vessels and stats.

Whilst all the rules are solid fast-play options (with a special nod to Pz.8's 0-record keeping approach) I am opting for Schell Rules, due to its similarities with the excellent Bulldogs Away modern FAC rules, simple but meaningful damage, and easy compatibility with Action Stations' more complex rules.

PT Dockyard sells a wide range of coastal forces in 1/600, as well as publishing the Flaklighter rules

TL:DR
I find it interesting both SRfSb and HotS are by the authors of the more complex rulesets Action Stations and Flaklighter respectively. This is good, allowing me to "borrow" concepts from the more complicated rules with confidence, whilst enjoying the more playable, simpler rules.

I plan on borrowing weather rules, auditory detection, firing guns causing auto-illumination; gun crews "losing" their target due to "night blindness" caused by muzzle flash, searchlights, damage control, and especially mine warfare (as mine laying was an important part of coastal missions)

I am also aware of "Attack with Torpedoes" which is supposed to be a slick rules set; but as (AFAIK) it is available only from America (which has godawful postage costs - I don't fancy paying more for postage than for the rules themselves) I'm going to regretfully give them a miss.

Recommend? Well, sure, they're all free, so what are you waiting for? Ironically, I find all the fast play rulesets offer reasonable detail and are better "games" than their commercial big brothers, which are bloated and overcomplicated in comparison.  I would however recommend picking up either Flaklighter or Action Stations for their reference value and the ability to add in more complex rules if you choose.

There is plenty of useful material in the narrow seas yahoo group and I like the look of the campaign (also free) from the Coastal Command series.

Saturday, 2 March 2013

Cheap Generic Terrain for 1/1200, 1/600, 1/300

I was keeping an eye out for terrain for my new Aeronef fleets when I came across these 1/1200 items from Brigade's own "Land Ironclads" range.

 At $7.50 for 20, a village/small town is very affordable....

Not only is it cheap and affordable - it would also work for 1/300 and 1/600 aerial games. Having smaller sized terrain gives a feeling of altitude and "perspective" and makes the ground seem far below the aircraft models on their stands.

This sea fort looks quite plausible

I could also use then for 1/1200 age of sail games and my new 1/1200 coastal forces.
As I was quite pleased with my last Brigade 1/300 terrain, these sci fi desert dwellings, AND this new terrain seems useful for a range of games...   ....I feel an order coming on.

 A village is not complete without a church...

Besides industrial, agricultural buildings and city "terraced" houses, there is also a Middle Eastern range:

Generic Middle Eastern terrain is useful from the middle ages to modern games....

Definitely a useful range with many applications, and Brigade seems to be expanding its micro scale terrain with regular updates and new content....