Since my wife and I have been busy preparing our house for sale, I haven't had much time for posting lately.
Today, however, a new addition to the collection arrived: Stuart Tonge's Blue Water Navy: The War at Sea (Compass Games #1101, 2019). The game pits the naval forces of NATO against those of the Warsaw Pact, and the scenarios range from 1983-1989. It will cover some of the same possible conflicts in my edition of HARPOON, but at less cost and easier solo play.
The map (consisting of the entire North Atlantic and many of the landmasses surrounding it, as well as the Med) is quite large, so I'll be setting up on our long, 6-place dining table. Fortunately, we have an enclosed dining room with a sturdy door, so I'll be able to begin the war with no interference from the Catzilla Crew.
So, it's time to punch out, set up, and got to Round 2 with Gorshkov's boys. I'll write a review soon.
Saturday, August 24, 2019
Wednesday, August 7, 2019
The Squadron to Date
Karen and I are in the process of packing our household up for an upcoming move. Given the circumstances, the Gustine Naval Shipyard is closing until its relocation to Merced.
Here is a formation shot of the squadron to date. In the lead is the frigate USS General Pike (26), followed by the converted merchant topsail schooners USS Asp, USS Julia, and USS Fair American (all armed with a single 32-pounder). This will be it in miniatures work for some months.
Here is a formation shot of the squadron to date. In the lead is the frigate USS General Pike (26), followed by the converted merchant topsail schooners USS Asp, USS Julia, and USS Fair American (all armed with a single 32-pounder). This will be it in miniatures work for some months.
Sunday, June 30, 2019
Another Launch: USS Julia
Tomorrow I begin working on two more of the armed merchant schooners: USS Fair American and USS Asp.
Saturday, June 29, 2019
First Off the Ways (Gustine Naval Shipyard Update)
Karen and I have been very busy of late preparing our home for sale, so this project has taken longer than I would have liked, but it is finally done.
The vessel is the USS General Pike, frigate, 26 long guns (24-pounders). From her launch in late July, 1813, she served as the flagship of the USN squadron on Lake Ontario and was the most powerful warship on the Lakes to date. At her mainmast, she flies the broad pennant of Commodore Isaac Chauncey, commander of the Ontario squadron from late 1812 until war's end.
The 1/1200 scale kit is from Langton's Miniatures, ordered through Waterloo Minis, and the acrylic base was made by Old Dominion Game Works.
Although the exact paint schemes for the Lake Ontario squadron are unknown, the black hull with white gunwales was a standard USN paint scheme at the time, and both squadron supply invoices and contemporary images from several sources indicate it was probably adopted.
I used the following colors for this project, and will use the same for the rest of the squadron, as well:
Vallejo Black (70.950)
Vallejo Ivory (sails) (70.918)
50/50 blend of Vallejo Iraqui Sand (70.819) and Vallejo Ochre Brown (70.856) for the deck, masts, spars, etc.
Testor's Model Master Flat White (FS 37875) for the gunwale line
I decided to depict standing rigging only, as running-rigging would be too much at this scale. For the rigging, I used Sew-ology black, 100% cotton thread at 40/3 weight, and waxed it prior to use.
It is all held together by Loctite Gel Control Super Glue, a product which should have earned the developers a Nobel Prize for Chemistry, in my opinion.
As you can see, it is far from perfect. As mentioned before, I am not a modeler by heart, but I think this turned out fairly well considering it's been decades since I last tried anything like it. I have learned some things along the way, and there are some areas that need more practice (like keeping the rigging taut after placement, and giving more realistic bends to the brass sails). Regardless, to me these will always be game pieces for miniatures rules, not hyper-accurate scale models. I did the best I could with the skills I have, and I am content with it as a first effort.
Currently on the ways: USS Julia and USS Asp, armed merchant topsail schooners, 1-32 pounder long gun each.
Sunday, May 5, 2019
Forecast: Rainy, with a Chance of Malaria---Playtesting Joe Carter’s Devil Boats: PT Boats in the Solomons
July 1, 1943.
You find yourself at a haphazard base on the northern tip of the island of Rendova in the
Solomons. Your orders? Command a squadron
of up to four PT-boats (MTBs) in support of naval and land operations in the
chain through nightly patrols against the Japanese-held islands to the
northwest. Your missions will range from
landing or evacuating coast-watchers to torpedo-duels with full-strength
destroyers of the Imperial Japanese Navy.
Your ultimate goal is to accomplish your missions while keeping the guys
in your squadron alive.
I first made the acquaintance of Joe Carter through
Board Game Geek forums on Greg Smith’s game Silent
Victory, and Ian Smith’s outstanding Raiders
of the Deep. He posted a number of well-designed rule variants for both
games, and we exchanged comments on a variety of topics. Eventually, I learned he had designed a
solitaire game of his own. I congratulated
him on what looked like a good game and he invited me to play-test it prior to
its commercial publication. At first I
had to decline as demands of my job and some homeowner projects were keeping me
very busy. Several weeks later some of
the life-pressure was off and I finally took him up on his offer. After
printing out the rule books and tables and assembling the game components he
provided I was set.
To begin with, there is enough historical detail in
the game that tells me Joe did his homework and knows his subject. One of my favorites is the “malaria roll,”
made before each mission. If you fail
the roll, a member of the crew of the command boat (yours) has come down with
malaria and needs to be replaced at the last minute. If the infected crew member happens to be you, the game is over. This potential mission complication is
historically accurate. In his book At Close Quarters, John D. Bulkeley
relates how malaria took hold among the PT squadrons in the South Pacific,
particularly as the Japanese cut supply lines and malnutrition and exhaustion
set in among the crews. It is one of
many factors in the game that can affect personnel capabilities, and losing an
ace gunner to a mosquito bite can ruin your night by weakening your crew on a
crucial mission. Dysentery is another
tropical pleasure which can rear its debilitating head during a mission, possibly
leaving a crew member “combat ineffective” for the duration.
In my opinion, weather should always be a factor in historical wargaming, particularly in naval warfare
where Precipitation, Wind and Sea State can effect everything from navigation
to detection and gunnery. Devil Boats has a good weather
generation system that is straightforward and accurate in terms of weather’s
effects on a mission, whether it simply reduces detection range or is severe
enough to fragment the squadron formation, leaving you short-handed.
The combat system in DB involves a number of charts and die-rolling, but it is not
cumbersome and once you get the rhythm of it, it rolls along smoothly. The progressive effects of damage to both
targets and your squadron are logical and balanced, and the system works well
for the various types of combat situations you find yourself in.
On any given one-night patrol, you may find yourself
cruising to your target and back encountering nothing stronger than a rain
shower. Other patrols, you end up
wondering if the whole IJN hasn’t been vectored in with orders to take you
down. I like that, because you never
know when leaving the dock what you are going to run into; even a “dull moment”
is never dull, especially when you are sailing into danger in what is, in
essence, an armed, 80-foot Chris Craft.
There are several different kinds of missions in DB, which is also a factor in keeping
life interesting. There is nothing quite
as stimulating as idling your command
boat among coral reefs trying to evac someone while small coastal artillery is
dropping shells around you, or as making a balls-out, before-God-and-everybody torpedo
run at an IJN destroyer. Many of the
missions are just downright hairy, and you begin to understand why William
White’s old book about the boats was titled They
Were Expendable, because you start to feel as though you *are.* And therein
lies the main challenge of the game, because you are taking a rather fragile
combat craft into some insane situations, and the main protection you have is
your speed and your maneuverability; Devil
Boats requires a bit more sense of discretion---a more deft touch---than a
slug-it-out-between-armored-dreadnoughts game.
So, that is the game I have been enjoying over the
last two months or so. It is about to be
offered by Compass Games (link at left), so keep an eye out for its appearance in
the coming months.
Saturday, May 4, 2019
Getting the Band Back Together
A long-sought addition to my collection of games
arrived yesterday---the 3rd Edition of Larry Bond's classic Harpoon.
Ordered from Noble Knight Games (link at left), my
copy is yellowed with age, but otherwise pristine: unpunched counters,
unruffled manuals, unused dice, and even the original Game Designers Workshop
product registration card---not bad for a product printed in 1987.
When the original Harpoon
came out in 1980, I was in junior high school and Ronald Reagan was the new
president of the United States. I didn’t
learn about the game for a number of years, and when I did I was in college
already, so I bought the original computer adaptation produced by Three-Sixty Pacific. I was immediately hooked and ended up wearing
out a few sectors of the hard drive on my MacIntosh Classic playing it. I never did get a chance to buy the tabletop
version of it, though, so since I have rekindled my interest in wargaming I decided
to find a copy. Of course, at last count
the game was now in four editions, multiple scenario books, and at least one
spinoff game---the unsuccessful Harpoon:
Captain’s Edition---so I had to do a little research. It really came down to two choices: the
edition I have just acquired, or Harpoon
4.
The boxed edition of Harpoon 4 is hard to get and quite expensive even when
available. Although it is relatively
up-to-date in terms of weapons and platforms, my interest in “modern” naval
wargaming ends with the fall of the Soviet Union in 1990, so an older edition was
preferred. I settled on the boxed set of
the Third Edition as my goal.
Flipping through the rules last night brought back a
whole lot of memories from the Evil Empire days, and I admit to some nostalgia
for my Cold War youth. It will be interesting to fight the sea war against the old enemy that (thank
God) never happened, using platforms that were so advanced at the time but which now are relegated to museums or the scrapyards. It will feel like, well, getting the band back together thirty years after they churned the last album out.
Although originally designed for miniatures, I won’t
be assembling fleets of modern vessels for Harpoon
like I will be for Age of Sail wargaming; I’ll be either purchasing or making
my own counters over time, depending on the scenario.
I have a lot of other things going at the moment, however,
so Harpoon will sit on my shelf for
now.
Saturday, April 13, 2019
Gustine Naval Shipyard
| Gustine Naval Shipyard (Founded 2019) |
I always swore that I would not get involved in
miniatures-based wargaming. It always
seemed to me that miniatures-rules were simply self-justification by adults for
continuing the boyhood pleasure of playing with toy ships and soldiers. This was, of course, a position of ignorance,
but I never really had the resources or time to devote to building a miniature
fleet even if I were inclined to do so.
Now, however, it seems I have gone down the
rabbit-hole.
Almost all Age of Sail (AoS) naval board games are
geared towards fleet actions. A game
which I currently own---Mike Nagle’s Blue
Cross, White Ensign---is a case in point. (Another Mike Nagle-designed
game, Captain’s Sea, is an exception
since it focuses on single-ship combat, but its publication by Legion Games looks
doubtful at present). Although I have yet to play it, it features fleet actions
between the Russians and either the Swedes or the Turks and puts you in the
admiral’s chair. While this can be
awesome, it doesn’t satisfy my deeply-ingrained desire to fight a single ship
as its captain; movement-by-movement
decisions about wind gauge, manpower allocation, sail deployment, etc. are what
really immerse me in the world of sailing naval combat.
After researching the selection of AoS miniatures
rule-sets, I settled on Old Dominion Game Works’ Post Captain: 1793-1815, a set of rules that emphasizes single-ship
or small squadron actions. It has a
great level of detail and can be used for all scales of miniatures. Since I hadn’t yet selected a scale of choice
that was a major plus for me. ODGW also
offers a lot of support and add-ons
on their website (link at left). So,
with the acquisition of Post Captain,
I now had a fair wind blowing but no ship to sail; the next step involved Navy
Procurement and Construction.
I chose 1/1200 scale for my ships, balancing as it
does cost, detail, and availability (1/1000 was another option, but I was not
impressed with the quality of AoS models currently available in that scale). In miniatures gaming, the larger the scale, the
more costly the models and the larger the space needed to play the game; I have
seen photos from gaming cons where fleets square off on multiple linked banquet
tables or from across the floors of entire conference rooms. For 1/1200, the top of an average 6-8 place
dining room table works well.
Out of the major manufacturers of sailing ships in
1/1200 scale, I chose Langton Miniatures out of the UK; they get the highest
marks for quality and historical accuracy across the field, and they are one of
the few to offer the ships I needed to recreate the squadrons I wished to
wargame. They are not the cheapest
choice, but they are worth the investment for those who, like me, are not
“modelers” at heart and want to do as little rebuilding and high-finishing work
as possible. Painting, reaming, and
rigging I don’t mind, but I don’t want to have to re-make masts and other parts
from scratch because the provided originals are so poor. My primary goal at this point is to re-create
the USN and RN squadrons operating on Lake Ontario during the War of 1812. Although overshadowed by the decisive
tactical victory of Perry on Lake Erie, the inconclusive naval campaign on Lake
Ontario was of greater strategic importance for the war, and the fact that
neither side ever achieved a decisive victory makes it ripe for gaming.
Before I started buying models, though, I had to get
some gear together. Fortunately, I already had a pretty good pool of make-do modeling
tools to choose from. My wife, Karen, is
a nurse, so I already have a variety of surgical tools in my tool box. Hemostat
forceps and bandage cutters are useful for all sorts of tasks, and Karen’s old
dissection kit from nursing school supplied some other items. My mother-in-law
was an accomplished craftsperson in ceramics, so her legacy is a selection of
fine paintbrushes and a complete Xacto kit.
Finally, my own interest in geology means I have quite a few magnifiers
of various types available. A trip to
Hobby Lobby finished out the equipment list with a pin vise, superglues, some
applicators, paints, a cutting mat and fresh Xacto blades.
Thus, the Gustine Naval Shipyard was born, and now
shares space with games on my antique desk. In an upcoming post, I’ll share my
current projects as well as some lessons I’ve learned along the way.
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