A photo round up of a couple of recent(ish) Society meetings- August 27th and September 10th
Here’s the second of our catch up posts for a couple of our recent meetings.
24th September
A good turn-out for this meeting with 5 games in progress.
We start with Pete’s 10mm Vietnam “Charlie Don’t Surf” game.
Then on to some 3D printed and scratch-built Galleys & Galleons, part of the Mediterranean Galley Campaign being run by John.
Then on to a 6mm Napoleonic game, Poles and Saxons vs Austrians 1809 using Mark’s Home rules. (Forgive any errors in troop attribution).
Andy and Steve had another SAGA Crusades bash:
And finally for this meeting, Alan ran a 28mm WW1 Blood & Valor game:
8th October
More games but fewer periods for this meeting.
We start with a BattleTech game, a bit of an introduction for thee rules at the Society, only a couple of photos of these I’m afraid.
Six members contested the Trevor Pearless Memorial DBA Tournament, we managed to run five rounds of three games. There’s be a write up of this in due course, but for now here’s a few photos.
A short photo round up of the society’s last meeting.
Our opening salvo (above) is from Alan’s 15mm War of Spanish Succession game using Maurice rules.
Now on to World War Two, John ran an introductory game of Chain of Command, Germans vs US.
Our next game(s) are naval actions using the Galleys and Galleons rules, run by the other John and Colin.
The first of these games was set in the Mediterranean sea, and uses 3D printed ships.
Their second game was set in the South China Seas, using John’s scratch built ships.
And finally, off to Middle Earth with Tony & Andy playing a couple of Dragon Rampant games, both set in the Shire.
In the first game Tony’s Hobbit militia, with some help from Aragorn and some Dúnedain Rangers defended Hobbiton from Andy’s Goblins and Warg Riders.
Tony successfully defended Hobbiton in the first game.
In the second game Tony turned to the dark side (sorry for mixing film tropes) and fielded Saruman and his Orcs, while Andy fielded a Dwarf contingent. Somehow we only got one picture of the victorious Dwarves.
Honours were even on the day, one game each (although the “Good” side won both games)
John’s latest report on Li Chee the Pirate Queen’s feud with Admiral Feng Shui using Ganesha Games Galleys and Galleons rules.
Months had passed since Li Chee’s raid on Qui Nhon harbour, the junk she had captured now had a new crew and was ready for action.
Meanwhile Admiral Feng Shui set sail with his treasure ships hoping to reach India safely but first he had to negotiate the Straits of Molucca. He had taken the precaution of hiring a trusty Proa to act as pilot, he would be glad of this before the day was out. It was here, close to the dreaded ‘Whirlpool of Indesit’, that Li Chee planned her ambush and with some of the treasure won at Qui Nhon she had enlisted the help of some head hunters, Sumatran cannibals of terrifying reputation.
Making good use of the wind, the Treasure fleet made stately progress through the straits, until…
The new Pirate junk captured at Qui Nhon and refitted, moves in to attack a Treasure Ship, keen to show her mettle.
First blood to the pirates, it’s a devastating attack that the Treasure Ship will struggle to recover from. Li Chee attempts the same tactic on the small Merchant Junk with less success.
The badly damaged Treasure Ship attempts a risky manoeuvre to avoid the attentions of the Pirate Junks.
Meanwhile the smaller Merchant Junk is unable to avoid a collision with the Pirate Queen’s ship and comes off worse.
Things were looking bad for the Treasure Fleet, with two junks badly damaged. Where was Admiral Feng Shui? He’d decided to hang back to prevent being cut off by the wind but horrified by what he could see before him, Feng Shui swung into action, attacking the pirate junk that had devastated the Treasure Ship. A Devastating cannonade from Feng Shui’s flagship ripped through the Pirate Junk.
The Pirate Junk’s crew manage to extinguish the fire but are so preoccupied and cannot prevent the Junk heading directly for an island.
The Merchant Junk which collided with the Pirate Queen veers away but strays too close to the ‘Whirlpool of Indesit’ and is sucked in, never to be seen again. To this day, on still nights it’s said you can hear the mournful cries of the crew.
Meanwhile Feng Shui’s Junk comes under attack from the Head Hunters. No vessel is off limits, they just want a nice collection of skulls. They have enough actions to move up to the Flagship and grapple but frustratingly not enough to board.
Here two activations are required to cut the grapples. As a flagship, Feng Shui has an extra free activation. The grapples are cut. But there are no activations leftConcentrating on cutting the grappling ropes Feng Shui’s flagship is unable to avoid a collision with a Treasure Ship.
The ships collide with a destructive crash. Both vessels are badly damaged.
The Pirate Queen opens fire on the badly damaged Treasure Ship which takes more damaged and is now crippled.
Feng Shui’s nightmare day goes from bad to worse as the Flagship cannot avoid a second collision with the Treasure Ship. A gaping hole develops in the bows and despite the reinforced hull, the pumps can’t prevent the Flagship sinking. Feng Shui escapes, clinging to driftwood.
With Admiral Feng Shui clinging to floating wreckage, Li Chee seizes her chance to board the damaged Treasure Ship.
The damaged Pirate Junk which had escaped grounding also managed to avoid the ‘Whirlpool of Indesit’ so now Li Chee had a huge prize and both pirate junks survived the encounter. Time to pay off the Head hunters cheaply, repair and refit the junks and spend days counting treasure. As Feng Shui drowned with his ship she looked forward to further profitable ventures, but first she needed a patron to establish bases for repair and re- victualling.
Feng Shui was grateful to be picked up by the Proa, though whilst he clung onto the outrigger, he pondered his next move. Returning to China was out of the question, an excruciating death at the hands of Emperor Ming the Merciless lay in wait. Yet if he tried to make a new life here, the long hands of Ming’s empire would grab him by the throat. What he needed was a Pirate Hunter and fast.
Angry that she’d missed out on treasure from the wrecked ships, Li Chee the Pirate Queen shadowed Admiral Feng Shui from the islands to Qui Nhon in the South China Sea. Determined to exact revenge, she planned a night raid on the harbour at Qui Nhon (see picture above).
She hoped to capture one of the junks, avoiding the larger Treasure Ships and the Admiral’s Flagship. She’d also have to avoid the attentions of the fort guarding the harbour entrance.
All Feng Shui’s ships were moored facing into the wind. Li Chee decided to go for the smallest Junk. This would make a fine pirate Junk to accompany her on further adventures and was bound to hold some treasure too.
In this scenario, Feng Shui can only activate when Li Chee performs a boarding or firing action.
Li Chee slowly and silently passed by the fort and after several moves is in a position upwind of the smallest Junk ready to strike in a swift and deadly boarding action.
The hapless Junk attempts to cut the grapples and head away.
All this commotion has alerted Feng Shui, who turns his junk which is in irons to a firing position.
The captured junk is now manned by a prize crew and Feng Shui opens fire on it.
As the pirate junks begin to pull away to safety, Feng Shui makes a boarding attempt on Li Chee’s junk. Li Chee is in great peril.
It had been a lucky escape for Li Chee and using actions to cut the grapples and break free she was able to move away from Feng Shui, who was now in a bad position and would have to sail round the island or lose time in irons. The two pirate junks would now have to run the gauntlet of the fort.
The fort opens fire first on the captured junk.
And then on the Pirate Queen.
As the pirate Junks head for safety, the fort manages to fire on them again a longer range but fails to score a hit.
It had been a close-run thing but now, Li Chee had a second junk which she would repair and turn into a formidable fighting ship. Feng Shui was worried as he tried to get to grips with the Chilli Crab. The treacherous Straits of Malacca would have to be negotiated with their swirling currents and risk of ambush – things did not look good.
Appendix
This game was based on the cutting out scenario from the Galleys and Galleons rule book. Vessel and fort stats below:
John puts the 3D printed galleys supplied by fellow club member Colin into battle. This is a solo battle report using the Galleys and Galleons rules.
Introduction.
Rum Baba, an infamous Barbary pirate had been driven eastwards by the Christian warships but was still a thorn in the side of Venice. It was decided to despatch one of the newly built Galleass to their base at Chania in Crete to rid the Mediterranean of this menace for ever. En route, the Galleass and it’s escort were ambushed by Rum Baba and his pirate crews.
The Opposing Squadrons (details in Appendix)
The Venetian Squadron comprised the Lanterna Flagship commanded by Linguine, the new Galleass and a small Galliot to act as scout and draw the attention of the Ottomans. The Ottomans comprised Rum Baba in the Lanterna and three swift but lightly armed Galliots.
Move 1
The Ottomans win the initiative roll and will move first each move. At the start of each move every vessel has to roll up to three D6 and roll equal or above its Q value to gain a successful action
The Galliots rush towards the Venetian Galliot intent on its destruction. Meanwhile, the Venetians move up cautiously and the Galleass takes in sail to maintain formation.
The Ottomans move up and use their final action to open fire at long range. One point of damage is inflicted on the Venetian Galliot from this fusillade.
The Venetians move into close range and fire back
Two Galliots and the Ottoman Lanterna close in on the outnumbered Venetian flagship and the two Galliots who have locked in combat fight to a standstill. The Galliots have the Derring Do special rule and attack with reckless ferocity. In the first round, all base combats are reduced to zero.
With the Venetian Flagship on 3 damage points, the Ottoman Lanterna moves in to deliver the Coup de Grace and Linguine Strikes his colours
With the Galleass now a dot on the horizon, Rum Baba takes Linguine’s surrender and collects his prizes. He hoped for a profitable ransom for Linguine and whilst He would sleep well tonight in the company of concubines, that Galleass worried him. His captains had been reckless, they would need to be more savvy next time.
Appendix – Data sheets for vessels involved in the conflict
John Lambert goes in search of treasure in the South China Seas.
Emperor Ming has sent his treasure fleet south laden with tea, ceramics, gold and fine silks. Bound for India, it is beset by a massive typhoon in the South China Seas close to Borneo. The resultant Tsunami, sweeps the fleets on to treacherous shores of an archipelago, the ships are crushed like matchwood. Ming orders Admiral Feng Shui to recover Gold treasure from the once mighty Treasure Ship the ‘Shandong Trader’. En route, Feng Shui enlists a local Proa to help with navigation and the search. As they approach the islands, Feng Shui is disturbed to find they have company. The black sails of Pirate Queen Li Chee in the ‘Sea Scorpion’, accompanied by a small pirate junk have been shadowing him for days and now it was a race against time.
In the first turn, both sides locate treasure on two of the islands. All this commotion triggered the ire of Head hunters in dugout canoes, which headed for the nearest vessel, the Proa.
(In the scenario, a roll of 5, 6 means treasure is successfully located. Headhunters are normally discovered on a search roll of 1. I added this extra element selecting the island of deployment randomly then location for deployment determined by a D10).
At the end of the first turn, the Headhunters are closing in on the Proa and the Imperial treasure. Li Chee prepares a cunning move seeking to stern rake the Imperial Flagship, whilst the second pirate junk will head for the bottom island.
In the morning light, Li Chee in a more manoeuvrable junk prepares a devastating Stern Rake.
The stern rake is not devastating!
(The white dice show the combat modifiers applied to the base combat factors. The red dice are the combat rolls. Li Chee needed to double Feng Shui or roll an even number on the red dice to cause damage).
This shows the Headhunters in hot pursuit of the Proa whilst the Pirate junk prepares to search the lower Island.
A Change in wind direction allows Feng Shui to close in on the pirate junk and fire.
(There were not enough activation dice to fire a broadside and the reinforced junk hull has prevented a doubling. The danger was not heeded!).
The Headhunters attempt to board the Proa and fail!
(The Proa has a combat value of 0 but it’s a 6:1 combat roll!)
A fatal error. Instead of sailing off the edge of the board and safety, the pirate junk is exposed to a stern rake which this time is devastating. Meanwhile, the tenacious Headhunters manage to board the Proa.
(The Junk is tripled. 3 damage [red dice for Feng Shui not shown] and a roll on the critical hit table [3, 3] means it begins to sink. The Proa takes one damage but is not captured by the Headhunters [another lucky 6!]).
The Proa decides to head off table and safety, the crazed Headhunters attack Feng Shui’s flagship to no avail, it’s just too powerful a target to attempt.
As a tropical squall closes in, Li Chee heads off to nurse a bruised ego, vowing revenge whilst Feng Shui has recovered some treasure. Will Feng Shui get that promotion He is after or will Li Chee get her revenge, stay tuned to the next instalment of ‘On Farthest Tides’.
(I’d played this scenario several times, each time giving a different result. The activation method and variation in wind direction during the game really make for exciting and unpredictable battles. The rules play smoothly and suit solo play well.)
I scouted around for a suitable set of rules for Chinese Junk Warfare. I wanted a set that would allow ship v ship action during the age of Discovery in the Far East. I saw that a set of Solo play instructions were available for the Galleys and Galleons ruleset and so took the plunge. After three play test games, I’m glad I did. They fit the bill well and whilst they may not appeal to purists they appear suitable for other theatres. As they are quick play, with a minimum of reference tables you could easily play large scale encounters such as Galley battles in the Mediterranean, Armada battles or pirate adventures in the Caribbean prior to Line of Battle tactics.
Play Area and Measurement
The rules are designed for 2ft, 3ft, 4ft square table options. All ranges and movement distances are measured using measuring sticks scaled to the play area.
Vessel Stats
There are example stats for 36 different vessels in the rulebook and 27 individual special rules you can use to build your own ships using a downloadable fleet builder to tailor your own designs and calculate a points value for the vessel. Each vessel has two common stats these are Quality (Q) and combat (C). C can never be more than Q+1. The lower the Q value, the easier it is to activate a vessel and it is likely to carry out more actions in a turn though this is likely to be disadvantaged in combat compared to a larger vessels which are likely to have less actions in a turn though the use of the special rules can add combat bonuses so for example a Race Built Galleon may have a Q value of 2 and a C value of 3, add trained Gun crew and Master Gunner special rules and you have a tough customer though this comes at a point cost. Points costs re used to provide a balanced game.
Activations
To start with three ‘white’ dice are rolled for a designated vessel and compared to the Q value. Any roll equal to or over the Q value allows an action. All sailing ships get a movement action but if they fail to succeed any activations rolls, they continue on the current setting even if they sail over the edge of the world or into shallows. These vessels which have the Razee special rule have been lightened and can move an additional short move – good for chasing down an opponent. All movement distances are based on the type of rig – Square Rig, Galleon Rig or Lateen Rig and attitude to wind. Other special rules include Yare which allow an additional change of direction and shortening sail – important to avoid those rocks. When a player fails to activate a vessel or completes his turn, initiative passes to the opponent.
Combat
This is a straight D6 roll with C value added and any other combat bonuses depending on gunnery or boarding action. Additional actions allocated to combat can boost these too or are required to deliver a stern rake broadside and during boarding, so timing of a boarding attempt is critical. When a vessel is damaged, it has to roll on the critical hit table (2 x D6)
Effect of damage.
If vessel is damaged, usually by combat a ‘white’ dice is replaced by a ‘red’ dice. If a 1 is rolled on the ‘red’ dice, bad things happen. Of course, you don’t need to roll a ‘red’ dice but your actions are limited. Quite neat.
Scenarios and campaign rules
There are five scenarios of which I’ll use four in my games and simple campaign rules for a Mercantile or Pirate player. There is also a section on Fantasy beasts – a Kraken and Leviathan which have some appeal. One of the drivers for me was the Korean film ‘Pirates’ where a huge whale swallows the royal seal of the Emperor and the ‘plot’ centres on it’s retrieval.
Playtest
I pitted Dim Sum’s Pirate ship against a Merchantman using the introductory pursuit scenario.
Dim Sum’s Junk : Q3, C2 lateen rigged, reinforced hull
Merchantman : Q4, C3 lateen rigged, reinforced hull, Chaser Guns (360o), Merchantman (not so good at firing or boarding actions).
In this scenario, the defender Merchantman sets the play area and wind direction with terrain items to bog down the pursuer. The objective for the Merchantman is to cross the play area diagonally. The pursuer can select one of the other three corners to deploy on and starts with the initiative.
Dim Sum choose to broad reach around the shallows and get at the Merchantman as soon as possible. Dim Sum’s lower combat value and reinforced hulls would make damaging the Merchantman difficult. When activation dice are rolled and there is a double, the wind changes direction. Mid table both ships traded desultory boardsides at long range to no effect but in the final third, Dim Sum managed to get three successful actions and was able to move into position to deliver a stern rake broadside at close range.
The Merchantman had been doubled , taking a damage and having to roll on the Critical Damage table, 2 D6 (avoiding an 11 or 12)
Oh Dear! The Merchantman’s magazine has exploded and Dim Sum had his first victim.
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