Tuesday, November 2, 2021

Rock Con 2021

 After a year off for the pandemic, Rock Con (What-Khan) returned to the Tebala Event Center in Rockton, IL!  Several of us from the Fox Valley area journeyed down to enjoy the convention scene and reconnect with friends again.  There were six vendors, a silent auction with some real deals, gift bags for pre-registrants, food available on site, a professional and welcoming staff, Sunday morning giveaway that more resembled a feeding frenzy, and of course; the games!  Two time slots on Friday though we eschewed the first to visit Royal Hobby in Rockton for their flea market.  So starting at 7pm Friday we have:

"Bungle in the Jungle" US invasion of Cambodia using
the Flames of War system for Viet Nam.  Hosted by
Brendgol Majewski.  My first game of the Con.

"Naval Yatzee: Trafalgar" hosted by Conrad Wiser.

"Two Fat Lardies - What a Tanker: From Normandy 
to the Rhine."  Hosted by Chad Murry.

"Soluch, Prelude to Beda Fomm" using Jagdpanzer
2nd Edition, hosted by Kevin Cabai.

"FUBAR: Escape the Titanica!" Space liner Titanica
has hit a meteorite and players must escape.  Hosted
by Bill Wimbiscus.

Bungle after two moves.

Heavy mortars set up, flank support ready.

Seemed like everybody had a RPG.

Beautifully painted air support at the end.

"Siege of Havana, 1762" using Rebels and Patriots
run by yours truly.

"By Fire and Sword: Winged Welcome." Turks vs. Poles
hosted by Todd Prochniak.

"Age of Fantasy: Battle for Elmgrass Forest" hosted
by Sabas Parada.

Spanish flanks in peril, as is Havana.

Being invested in my own game, I missed getting pictures of "All Quiet on the Martian Front", a classic rendition of "The Sword and the Flame" and other fine games.  I noticed a lot of flying games this year, though I did not partake.

"Battle of Albuera" using Charge: Eagles Rising.  A 
"new" set of Napoleonic rules.  No further comment.

Albuera again, French on the move.

Photo doesn't show just how wonderful the painting
was.  Here the Toledo Regiment.

General Blake redeploys to face onrushing French,
sacrificing some cavalry to buy time.

French diversionary attack finds itself in a very bad
way, assailed on three sides.

At the end of the Albuera battle as my forces advanced, Marshal Soult was heard to say "If the Spanish are attacking, we've lost the day."  Made my weekend.  I somehow missed getting pictures of the Japanese-Korean naval game, always a hit at the Con.  In the evening I played Napoleonic sail, using the Osprey Fighting Sail rules.  A fast game that works for one on one or multi-player games.  The British sank/took three ships of the line, though the convoy they were escorting got away.  Much like the historic result for the Glorious First of June.  Sadly missed out on more pictures.

Finally, on Sunday morning my scheduled Babylon 5 game didn't happen so I got into a "Girls und Panzers" game based on the anime series.  Silly fun, though we lost.  In the middle of the game the con had the traditional giveaway feeding frenzy of extras, auction items no one wanted to take home and donations.  I feel I did rather well, the highlight being a baggie of WWI French in 15mm.  Enough to be a starter force, complete with machine-guns and trench mortars.

I was really happy to be at a convention like this again.  Always runs smooth with a well-seasoned staff.  Next year is a little later than normal, happening November 4-6th.  This was announced so if you have seen otherwise, these are the actual dates.  Heartily recommended.


Sunday, August 22, 2021

Freeman's Farm 1777

At the Seven Years War Con I got to enjoy a 15mm game of Freeman's Farm in 1777 using Guns of Liberty.  The game host, Michael Wedding, had a copy of 3rd edition which is still a work in progress (as we learned).  Since I was wearing my GR cap with the Raven's Foot, I naturally took a brigade in the Crown Forces.  Sorry for some fuzzy pictures, I didn't know till I got to look at them on a big screen.

Opening positions, Crown forces on the left.

The rebels were on the march as well.

I just sat down in the open chair and was told to "take the right."  As it turns out it was a fine command, with British converged grenadiers, the 21st RoF, Butler's Rangers and a mob of natives.  So I got to enjoy great firepower and shock capacity, along with tactical flexibility.

Both sides wasted no time getting in close.

In Guns of Liberty you both move, there is artillery fire, a chance for opportunity fire, and then the mutual exchange of musketry.  Easy to calculate modifiers are typical for horse and musket rules.

The center is promising as a cannon is snuck into position.

Getting ready for a big push as the rebels form up.

All across the field the battle is joined and British
musketry and discipline begin to tell.

Cotton puffs indicate a unit has used their opening volley.

My natives charged and routed a militia unit but were in
turn thrown back shaken.  Butler's are in dire morale straits.

British lights from another brigade threaten the rebel
flank in front of me, forcing them into a deadly formation.

Sharp volleys followed by sound charges have the 
Continentals falling back everywhere.

Charges are a but unusual in GoL.  Instead of getting a charge move bonus to reach the enemy, you must start your charge within 3" (for infantry).  This is contrary to the norm in rules but seems to work well.
  
The grenadiers charge and route two rebel units, ending
up shaken and disordered, but more Crown units are coming.

Endgame on the Crown left and center.  

Then came the coup de grace.  Singing "Ein Schifflein Sah Ich Fahren" as they marched (reportedly composed by the German troops on their way to America) the Hessians belatedly arrived on the Continental right flank.  All the players knew they were coming, only this time the troops they were supposed to hit were already in retreat.

We were done with actual play in about two hours and everyone seemed to have a very good time, be they veteran with the rules or newcomer.  Well organized and planned, and we collectively worked through a couple of contractions where elements of 2nd edition hadn't been updated in the copy of 3rd the author shared.  A great start to my first game at the convention.


Tuesday, July 20, 2021

Sedgwick's Charge - July 4th, 1863

 Following the bloody repulse of the Confederate attack that came to be known as Pickett's Charge, the Union corps commanders pressured Meade to "finish off" Lee and the Army of Northern Virginia to end the bloody war.  In our scenario, written by Scott Mingus, they get their way and Meade launches his last reserve, Sedgwick's VI Corps onto Lee's position on Seminary Ridge.

The game system is Johnny Reb III, 30:1 figure ratio, with a somewhat enlarged table to allow for a modicum of social distancing.  The game was unique that it featured a higher concentration of artillery than typically found in our pick-up games, and the use of light field works which are also a rarity.  Lee's force had ten brigades, four of which were rated elite, and massed artillery batteries.  Sedgwick likewise had ten brigades (one elite) and two massive batteries from division and corps reserve artillery.  Neither side could call for reinforcements during the game.

Looking across the field at the Confederate position on Seminary Ridge.

Length-wise view of the initial deployment.  

Seen from the Rebel left flank.  Bliss Farm smolders
in the center.

First casualty and "snake eyes," a rout. The first of many.

Turn two and the Yankees return the unlikely favor.

An unmodified roll of "ones" on two six sided dice results in a rout automatically.  Despite being just a few percent chance, it happened a great deal in our game.  Along with an abnormal number of double sixes.

A section of light field works opened up by another "snake eyes."

The Union side was required to spend several turns
bombarding the Confederate line.

Each side was operating massed artillery "battalions" with a slight edge in numbers for the Union.  The latter opted to roll as one for in theory, the greatest effect.  Unfortunately, both massed batteries managed to roll boxcars in the bombardment series of turns.  So while this gave out max damage to their target and an extra morale check for "unexpected devastation," it also meant they were out of ammunition!  This meant (as I ruled) that each element from the battalion had to go to a supply wagon to replenish, one at a time.  This had a HUGE effect on the softening up expected to the strong Confederate line.  Why we use dice I guess.

The Union left begins their advance.  More units, mostly
Union, rout from cannon fire.

R.E.Lee attached himself to a battery and devastated
the Union forces advancing.

Confederate view of the Union advance.  A very strong,
if thin line awaits.

Some brigades trying to minimize their time under
fire by advancing in column, a juicy target.

On the Union right, the Yankees clear the fence line
and expect the Rebels to attack.

Unknown to the Union commanders, a scenario specific rule was in place prohibiting the Confederates from advancing or attacking, except to regain lost ground.  Lee had frittered away enough men the day before and wasn't going to attack anywhere.

The Reb right awaits the onslaught.

The grand view from the Rebel lines.

Still waiting(?!) for the Rebs to leave their stone wall cover.

Union center, having whittled down some of the Reb
artillery, begins to advance.

A fine line of Yankees, colors proudly flying, attack.

And the Union right is left to hurl taunts.

In fairness, one Union brigade had lost 40% and by the rules could no longer advance.  Another would be in the same straights with one more lost regiment.  The 3rd was cowering from the R.E.Lee directed artillery fire.

Turn 10 the Reb right attempts to surprise the Yanks
with a big charge.  With disastrous results as shown.

The Reb center has been weakened and now a major
attack is brewing.

Left-center from the Union POV,

What a glorious sight.  Follow the colors!

Even the Union right advances, masking their grand
battery on Cemetery Hill.

"Knowing that when the fire came, so long dreaded,
it would be horrible."

The Union left continues to make progress and throws
in the reserve brigade to exploit.

Meanwhile, the band played on...

Flanked, and reduced below 60%, the Rebels crumple
on the Union left.

As the great exchange occurs in the center!

Looking down field you can see the Yankees are on
Seminary Ridge as the center rages on.

The smoke clears and the devastation is revealed.

More Yankees pour onto Seminary Ridge.

More volleys are exchanged in the center.

And the shattered remnants recoil.  Those that could.

With two turns remaining that could have been played, we opted to end the game with the utter destruction of the Union center.  The Union right was stymied, unable to advance and doomed if Lee ever released his flank.  The Union division in the center was beyond rallying or renewing the fight.  But the reloaded artillery park would keep the Confederates from getting too pushy.

The big question was the Union left.  The scenario called for them to penetrate into the woods on Seminary Ridge and hold for a major victory.  Lee was starting to shift forces to push them out but with only two turns left to play it is questionable whether they could.  Though extremely costly, I judge it a minor Union victory.  Lee will not retire unmolested as he did in real life.

Thanks to all who played in good humor despite the scenario requirements and/or limitations.  One of our favorite periods and game systems, I can reasonably say a good time was had by all.