A change in scope

«Life is what happens to you while you’re busy making other plans

Life has a funny way of waylaying our best-laid plans. Last year I had to forgo my hobby time as my main occupation left me exhausted. In the evenings I found myself many times sitting in the sofa staring blankly at the walls, drained of all possible energy.

This year seems that I will be able to dedicate more time to the hobby. Unfortunately due to me and my main gaming partner hectic lives, we won’t have as much time or space as we used to.

I used to have a dedicated 6’x5′ gaming table which has turned now into office space. Instead I’ll have to make do with the coffee table in my living room. It’s about 3’x4′, and with a little effort I can manage to get it up to 4’x4′ when needed. Which is not too shabby.

Yet, this situation presents a challenge as we used to play a lot of Too Fat Lardies games (like Chain of Command or Sharp Practice 2), that required 6’x4′ tables and were 2-5 hours long. So we have been forced to change our “wargaming scope”. That means opting for smaller, shorter and a tad simpler games. Those should allow us a more relaxed narrative experience. That also means less big expansive projects, and more tamed limited ones.

Setting Requirements

I don’t know how other people solve their issues, but I like to make lists. List help me see and analyze possibilities. In this particular case I made myself a little list of requirements to find miniature wargames that would suit our new scope:
– Gametime between 30 minutes and 2 hours.
– Table space of 3’x3′ or 3’x4′, and 4’x4′ for special occasions.
– A figure count of between 4 to roughly 40 figures per side.
– A focus on narrative gameplay.
– Simple rules but with many possibilities.
– If possible an option to be played in cooperative mode instead of player vs player.

Qualifiers

An instant qualifier were the games by Joseph A. McCullough like Frostgrave, Frostgrave: Ghost Archipelago, Rangers of Shadow Deep or Silver Bayonet. They are well written, with a ton of possibilities that allow deep narratives without crazy miniature counts.

A second choice was a selection of games designed by Andy Hobday of Footsore Miniatures and Graham Davey from Gray for Now. Those would be games like Test of Honour, Mortal Gods, 02 Hundred Hours and Baron’s War.

A third interesting option were the games published by Studio Tomahawk: SAGA, Muskets & Tomahawks 2 and V for Victory. All suitable for a 4’x4′ table and covered all the eras we have miniatures for.

Last but not least, the wild cards we found were the Middle Earth Strategy Battle Game, Star Wars Legion and Dead’s Man Hand, as we already owned them.

Here in this space I’ll publish the steps we take in this journey to a new wargaming scope.

Raising the black

In our journey to a new wargaming scope, I made an interesting discovery. It all started when I was looking into how to prepare games of Silver Bayonet and Frostgrave Archipelago that would be really appealing. I was attracted by the idea of coastal scenarios, some that would maybe even involve some amphibious action. For years I had marveled at the ships by Firelock Games, and this seemed the perfect excuse to own one.

Particularly now that their newly published Blood & Plunder starter set includes two plastic Sloops plus sailors for quite an affordable price.

It fit perfectly in my plans as I always imagined my Frostgrave Archipelago to be themed like the Age of Sail. With gunpowder, conquistadors, natives and pirates. I guess it draw many of the pulp fantasies I had as a child when I was addicted to the Tintin and the Spirou & Fantastio comic books. Well… I guess nowadays the appropriate term is “graphic novel”.

It did not help that I spent a good amount of my teenager years in sailing boats. My father owned one and it was our main father-and-son escape. I did many courses and we sailed to different Mediterranean islands.

As it’s a starter set, I simply investigated a bit what that “Blood & Plunder” game system was. Oh boy, I was delighted with what I found out. It seemed to tick all the boxes of my new wargaming scope. It allowed small games while still using units, and allowing historical but fun narrative scenarios. All while giving tons of different experiences in a relatively simple and approachable rule set. I loved the fact you could play the same

scenario as a land skirmish, a naval skirmish or an amphibious one.

Another great thing I discovered is that the same engine was used in multiple historical period games, all with some tweaks. So only learning a single ruleset and having few quick references for each period would be enough to cover a lot of interesting historical eras. Blood & Crowns would allow us to delve into late medieval skirmishes, Blood & Steel the Victorian little wars plus the American Civil War, Blood & Valor small WW1 raids, and finally the recently announced Blood & Bayonets that would allow serve as a perfect excuse to remove the dust from my Peninsular Napoleonic collection.

My main gaming mate had some doubts so I had to prepare a fast improvised demo to taste the waters. I sure as heck was not going to invest a decent amount of money and time into prepare a game that was later hated and shelved. I picked up my Sengoku Period Japanese forces from Test of Honour and filled the gaps with some French-Indian war Canadian militia skirmishers with muskets. I prepared myself my usual rules summary to properly learn the rules, got a couple of our standard playing cards’ decks, big dice to use as reload and fatigue markers and tokens from other games to mark special situations. We had an absolute blast. It was quick, it was intense, it was deadly and had enough historical narrative flavor to make us chuckle multiple times. So we decided to dedicate ourselves to it for the next months. I’m really attracted to the Spanish forces and my main playing mate opted to focus on Native Indians (and some English/Pirates for naval and land scenarios that require artillery).

Unfortunately the wind was not in our favor, and most of the Blood & Plunder items are out of stocks all across Europe, including the starter kit. The stores I contacted told me not to expect anything until at the very least the second quarter of this year. The news hit us like a bucket of cold water. We decided to take it as an opportunity to challenge ourselves and improvise something fun meanwhile. I had already a box of Frostgrave Crewmen that would be perfectly suited to proxy as sailors, lancers and even “milicianos indios”. I also had some AWI Indian sprues that I had not touched for years, so that presented the perfect opportunity to fight against the grey pile juggernaut. I was missing something to represent the bulk of my Spanish forces, I had nothing that would fit the bill even if I added some extra level of imagination. I decided to indulge myself and do some online window shopping. I found that Wargames Atlantic had released a really nice Conquistador set. It was meant to cover late 15 to mid 16th century, but Spanish colonial militias were poorly armed with old school stuff. I believe they’ll be good enough to allow me to represent some early period militias. With the contents of one box I can do a couple of “milicianos” armed with muskets, a unit of “piqueros” armed with lances (by default they don’t get pikes, funnily enough), and the rest I’ll use to create odd characters like a musician, a commander, and something else.

So far I have not find any suitable replacement for small boats and ships, so seems that naval and amphibious warfare may be off the table for the next months. I mean I could stick a few lollipop sticks and call it a raft, but I’d rather find something a bit less desperate.

The plan will be to replace the proxies as soon as I can get my hands into more period appropriate miniatures. Particularly ones that are more suitable for 20mm bases -the game standard-. But these proxies will live on as the main minis for my Frostgrave Ghost Archipelago games.

Following the Call of Legends

«One man cast a lingering spell of awe and wonder, of magical innocence overcoming evil, of simple courage conquering fear

For some months my wargaming mind has been mesmerized by the sweet tones of legendary battles and epic adventures. I’ve been offered to join a Pathfinder and a Vampire tabletop RPG [role-playing game] groups, but I don’t believe my nowadays availability and stress levels would allow me to enjoy the traditional “theater of the mind” gameplay. So I believe a pseudo role-playing game (RPG) skirmish game like Joseph A. McCullough’s Rangers of Shadow Deep or Ivan Sorensen’s Five Leagues from the Borderlands could fit my needs and better, and my main gaming partner is also a huge fan of fantasy, so win-win?

In addition, a dip into narrative fantasy gaming is also a great excuse to rescue and paint my small collection of Games Workshop Lord of the Rings figures that had been forgotten for some years in the wardrobe. And maybe also a good excuse to expand it and add some medieval terrain -goodbye my money-…

Who knows? Maybe in the future I could re-use those for bigger affairs, maybe middle sized skirmishes with Games Workshop’s worst named rule set, Middle Earth Strategy Battle Game, or even small battles with Studio Tomahawk’s Saga: Age of Magic, TooFatLardies’ Dux Britanniarum or the upcoming Midgar, from the same publishers (albeit on their sister studio, Reisswitz press).

One of the particularity of the lite RPG titles is that they are “fluff” light. [“Fluff” standing for fiction, framing and flavor] That allows the player who sets the game -in this case, me- to create their own fantastical World. A bit like historical wargaming “imagi-nations”.

Designing a fantasy background is a welcomed challenge for me. I know that many people believe that unlike historical/factual portrayals, in fantasy one can simply pull random stuff out of their… pocket; and it all be fine. At least that’s not how it works for me. My brain is wired in a way that it strives for coherence. I need a strong logic behind the fiction I consume / design.

That doesn’t mean I can’t enjoy dragons and magic. In fact, I do. While my wargaming tends to be historically based, a good amount of my reading, video gaming and series/movie watching is fantasy/sci-fi. What I struggle is with inconsistency. If a story is set in a way that goblins are allergic to onions as they are lethal to them, the storyteller can’t then go and say that a bunch of goblins started eating onions with no ill effect. Those kind of errors are particularly common in video gaming where they are known as “ludonarrative dissonances”.

I believe like Stephen King said on his On Writing long essay, that one can only create -coherent- stories based on what they know or have some experience on. That wisdom allow the storyteller to weave coherent stories without falling for narrative cheats. A good example is the most sold fantasy author, J.R.R. Tolkien. He was an Oxford’s University scholar specialized in English Language and Literature, as well as Anglo-Saxon. Those subjects clearly influenced his stories, in addition to his Roman Catholic faith and his experiences as a veteran of WW1.

My main fantasy influence is precisely Tolkien’s Legendarium. I discovered it as an early teenager through the second edition of the tabletop game Middle Earth Role Playing (MERP). That was years before Peter Jackson’s movies when The Lord of The Rings books were still considered a boring read only apt for greasy asocial nerds. Which I may or not have been.

It’s incredible how vivid Tolkien’s stories are. How he uses simple clear language but he still manages to achieve a good deal of depth. His war scenes while straight and uncomplicated, describe faithfully the horrors of violence, the rigors of the military life and even the often forgotten relevance of logistics and tempo of operations. As a former professional soldier I can but to take my hat off to the professor.

I would like to bring into my fantasy wargaming something along those lines. A gritty universe with strong connections to real historical cultures with subtle -not on your face- magic elements. The main antagonist will probably be orcs/goblins, mutated versions of real animals as well as other human factions. I’ll probably have a clearer picture to describe in my next dispatch.

Journey towards 15mm

Starting a new scale is always frightening. Most of the knowledge and how-to accumulated in previous projects becomes obsolete and one must learn again. But it’s a journey worth taking if one wants to push the tabletop to enjoy bigger battles and discover new tactical challenges.

Initially the plan is to begin with WW2 company sized actions in the Eastern front using the ruleset I Ain’t Been Shot Mum by Too Fat Lardies. Although I also want to check ‘O’ Group by Reisswitz Press and Battlegroup by Plastic Soldiers Company.

After much deliberation and some tests, I decided to base my 15mm men groups of 3 and 2 figures on 30mm washers. That should allow quick movement while giving a certain degree of casualty counting and without looking too crammed.

The painting phase has just started, but I can already tell that one must be extra careful with 15mm rifles, as they bend easily. On the bright side, no eyes to paint.

Meanwhile work slowly continues on my 28mm Op. Marlet Chain of Command and AWI Sharp Practice 2 projects. There has even been some work on the side project What a Cowboy western town.

Welcome to the new site

Blogger is a great platform to write blogs. Unfortunately I find it quite uncomfortable for text editing, and a bit lacking in aesthetic options, making most blogs look the same. That’s why I decided to change to WordPress content manager system.

Hopefully, this new framework will ease the creation of content while giving it with a better look.