Sunday, August 21, 2016

Queen Anne's War Skirmish using Song of Drums and Tomahawks

A Clash in the Wilderness:
Queen Anne's War using SODT 


Today Kati and I finally got around to trying out a rule set we've owned for at least a year but never had the figures or chance to play.  It is Ganesha Games "Song of Drums and Tomahawks." A fast paced skirmish rules for the Indian wars of the 18th century.

Ganesha Games does one thing very well and that is modify their original ruleset Song of Blades and Heroes to fit in other periods/genres.  We have played Song of Blades in Heroes before it is a fantasy ruleset which spawned Song of Drums and Shakos (a Napoleonic version) which in turn spawned this one.

For anyone that hasn't played these rules, here is a quick run down of the unique areas of the rules:

The Game is a "I go you go" (kinda) d6 system
Each figure has three important stats; a quality, a combat stat, and characteristics.
The quality stat is the most important stat.  It is the number you roll when you need to see how good the character is at doing something.  So for example if the quality is 4+ then you need a 4 or higher to perform certain things, the most  important being initiative.

Initiative of a figure works as follows: on your turn you decide which figure you want to activate. Then you decide how many quality dice you want to use which can be 1 to 3 and you roll them.  For every success, the figure gets an action.  So if you have a quality of 4+ and you roll 3 dice and get 2, 4, 5 the figure will get to do two things.

Now here is the catch, IF you roll and get 2 or more failures then you end your turn and no other figure gets a turn and your opponent starts their turn.  So rolling more dice is risky.

Combat is simple, when you attack you roll a d6 and add your combat stat and your opponent does  the same, and the higher modified roll wins.  Winning does not necessarily mean killing though.  You must double your opponent's score to kill.  If you don't, then you look at the dice roll. If it's even then they are knocked down and if it's odd, then they either: jump towards cover (ranged) or step back (melee).  Interestingly in melee even if you attacked, whichever figure wins the roll, wins the combat regardless of who initiated the combat, so you can end up dead.

There are a multitude of special characteristics to vary up the figures. Things like: marksmen gives a bonus to ranged attacks and primitive weapons gives you an auto kill in melee if you roll a natural 6.

One last thing (I promise this is the end of the rules section), the game doesn't use a tape measure everything uses 3 range band sticks: short 50mm, medium 80mm, and long 120mm.  Average figure moves one medium range band per action and most longarms use the long range band. And you can shoot up to 3 times the band length with various modifiers.  So a musket shooting at 1 long range band gets a +2 to the roll and at 2 long range bands gets +1 and at 3 long range bands its a +0.

Anyway that's just a brief rundown of the system there are more rules but I'm not going to go into any more details.  On to the game!  



As this is during Queen Anne's War 1702-1713 I figured it would only be fitting to place it in a Heavily forested map.  Song of Drums and Tomahawks (SODT from here out) is played on a 3 foot x 3 foot table.  I did put a stream and hill in to vary up the table and a few patches of dense woods. 


First order of battle is Kati's French Troupes de la Marine.  Interesting note the Marines were New France's only regular troops for the first half of the 18th century.  An officer, 7 marines, and a native scout make up this rooster.  The Marines are regulars as far as the game is concerned but have advantages over some of the other nation's regulars to show them being more permanent residents They are woodsmen (move in terrain easier) and marksmen.

  
I played the "British" but I think a Native warband being directed by a lone Englishman is a more appropriate name. The force consisted of a Native Warband leader, 7 traditional native warriors, and one British regular.



Deployment was pretty simple.  I did decide to split my force and put a few natives on the other side of the stream.


  Turn one the French got right to it moving up through the woods.


 
The natives were not as interested in moving up.  I generally try to roll 2 dice per figure for actions and after only two natives(Q4+) I rolled and 2 and a 1 on the third and ended my turn.


The French continued to advance sticking together and moving at a nice pace.


Then my natives finally started moving on turn two.



 The Hill quickly became the focal point of both forces.


The first shot rang out from one of my warriors on the far bank of the stream.  While it didn't kill the Marine it did make him jump to the ground.  Side note, the yellow makers shows someone is unloaded. It takes 2 actions in a single turn to reload a gun.



This was quickly followed by another shot from the lone Englishman trying to prove his worth knocking over another Marine.



A few of my warriors start to work their way up the hill.


Kati starts her turn by activating a marine...and immediately rolling a 1 and 2 (pictured above) thus ending her turn.  I was ready to take advantage of her terrible luck.


Only to have the same thing happen to me on my second figures activation. 


The Englishman presented too good a target for the Marines and he became my first casuality of the game.




A couple turns of relatively uneventful musketry occurred as we edge slowly towards each other.  I do finally get a brave into melee and down a Marine.


This picture shows what the battle looks like before a terrible event unfolds.  Note the french have lost 2 men and I the same. Kati's officer bases one of my warriors.


As I mentioned in the intro when you fight in melee it doesn't matter who attacks. The figure that wins the roll, wins the combat.  The French officer had all the advantages as he attacked my warrior but Kati rolled a 1 and  I rolled a 6 and with my warriors having the primitive weapons trait, if they roll a natural 6 and win the combat the opposing figure is killed.


When a leader is killed all friendly models make a moral roll.  This consists of each one rolling 3 quality rolls.  If you pass all 3 you are fine, but if  you fail only one or two you just move back but continue to fight the next turn. But if you happen to fail all 3 then you run away completely...which 3 of Kati's men do......this in turn forces a below half strength moral roll for each man.


Which she proceeds to wiff and send her whole force running leaving my braves to scalp and loot with their buddies.

Overall this was a FAST game once we started playing in was over in less than 40 minutes.  We both felt that rules seem as if like you are playing the rules and not the time period at some points, not that the rules are bad.  But I did enjoy the lackluster musketry exchange and with only 9 guys on each side it was cool to see such a small scale encounter.  Not to mention we got to get out all the furnace filter trees Kati has been working on.

So until next time.












Tuesday, July 5, 2016

italy 1943

Chain of Command Italy 1943
Probe



It has been awhile since Kati and I have worked back around to a ww2 skirmish so as today is my holiday and I finished up painting my ww2 Americans, it fit the bill.  We played Chain of Command as it is still the house favorite for ww2.  The Italian Campaign holds a special place in my heart for a few different reasons: first I think it is one of the most over-looked campaigns of the western front. With its extreme terrain, bloody battles, and variety of forces and nations, I think it is perfect for wargaming.  The last reason I enjoy reading and gaming Italy is my Grandfather served in the 5th army for the entire campaign, and as a man I both loved and respected, I like to think that I am honoring him and the other men who fought there.



We set up a pretty standard little village table with some forest and rocky ground around it.  We rolled scenario 2: probe, out of the book.


I played the Americans.  the lists that we used are from a great site called tiny hordes that has a great selection of forces for the entire campaign. the italian theatre CoC lists

The American 1943 platoon moral 11
HQ 
Lt. (senior leader)
Sarge(senior leader)
Bazooka team

3 rifle squads
Nco 
bar team: 2 crew 1 rifle
rifle team 8 rifles

and I selected a M4 Sherman as my support


Kati played a motorized panzergrenadier platoon from 1943.  Interesting thing about this list was the size of the platoons which the list said was due to them using trucks over half-tracks like the armoured version.

the German motorized panzergrenadier platoon: moral 9
HQ
LT. (senior leader)
FW(senior leader)
AT rifle team

3 LMG squads 
Nco
LMG team: two crew 5 rifles 
LMG team: two crew 4 rifles

Support was one barbed wire section.  The Germans were a +5 compared to my -1 and I rolled a 3 for support giving Kati only 1 point to spend.



The patrol phase made it pretty clear that the village was going to be the scene of some pretty heavy combat.

Turn 1


Phase one went to me. Rolling a 5,5,1,1,4 on the dice didn't give me a lot of options so I chose to bring in my first squad and sarge at the hedge line looking into town.  



Kati deployed two squads one on either side of the village and put them in overwatch.



On my second phase I deployed my second squad in the tree line which Kati responded to with her overwatch.  I fired back but the LMGs of the PGs put out a lot more firepower.  They scored 10 hits resulting in a kill and 7 shock compared to my 4 hits.  


It's hard to see but Kati deployed her final squad behind a large rock near the road into town then her squad on the right continued to fire at my left.


My first squad moved up behind a house and I deployed my final squad.  At this point I have a strategy in mind....if the dice would go my way.


The fire fight on the left continues 


Board layout end of phase 3


Kati moves the center squad behind a hedge.


My tank finally enters the table on the road.


Its first act is to shoot a HE round round straight down the road scoring 2 kills on the Germans ducking behind the hedge.


My left becomes pinned down.....I should have pulled them back but they were keeping her right occupied.  


My tank inches up (pun intended) while my right moves and begins a firefight with Kati's left.  My bazooka takes their old position. 


My left breaks too early but I guess that's what 20+ dice a turn does to a squad.


The German AT rifle deploys and takes a shot at my tank and misses completely.  My worry quickly disappeared. 


Even though the Germans on my left had complete disregard for cover they seemed to be winning the fire-fight that ensued on the side of the village as well.  



  
My strategy became clear as my men moved up the road behind my tank. 


Kati's AT rifle pings off the M4s armor a few times and the tank fired on the PGs with minimal effect as I worked up the road. 


This is the picture of the point of the game where it all goes downhill for me.  Unpictured is my  right flank being pinned down and Kati's right flank starting to move towards the center.  I had built up 1 Chain of command point and was working on a second and I knew my time was running out.


During Kati's turn I use a CoC point to get up and try to run for the board edge....5 inches short. 




I take fire from all sides and quickly get pinned down.  She also ends the turn using a command point, removing one of my squads from the table.

Turn 2



Turn 2 phase 1 sees my men and tank attempt to fight their way out of a mess.  And they do take a few Germans with them but not enough to stem the tide. 


Kati's phase sees my last squad break and I admit defeat.  


Final table shot.

It was another fun game of CoC.  My idea of using the village-tank combo didn't pan out in the end.  Truth be told I didn't anticipate the amount of fire from her squads and my men just could not compete.  I probably should have changed my tactics and turned the tank and men and attempted a punch through the Germans left but hindsight is 20/20.

Until next time.