Wednesday, November 6, 2019
I am slowly replacing my adobe buildings that I made years ago with models from 4Ground. The bank model is highly detailed and took me several days work to finish. I do like the results.
Friday, May 17, 2019
Taking a break from Longstreet, I put on a game of Fistful of Lead with my son John. The scenario was simple, a payroll had been hidden somewhere in town. Two gangs were coming in to find it and steal it. When a character entered a building a poker chip was drawn from a bag. Blue meant nothing was found, red was a surprise gunshot at the intruder and a white chip meant the treasure was discovered. Dawn breaks on the sleepy town of Santa Rosa.
John played Amarillo Shamrock and his gang of cowpokes. They started on the south road just outside of town. Amarillo's job was to find the treasure and exit on the north or west roads. Doing some harm to Nigel and his nefarious crew would be a bonus.
I played Nigel Cumberbund and his European mercenaries. My gang started on the north road just outside of town. Nigel's task was to find the treasure, neutralize Amarillo and his crooks, then exit on the south or east roads.
As soon as the gangs got within range of each other, gun-fire broke out. As in every game of FFoL ever played a blood alley began to develop.
One particular corner was especially busy. Lead was flying non-stop and members of each gang were pinned, wounded or DRT. (an homage to gentleman Bill McHarg - he coined "Dead Right There" or DRT many years ago.)
Most of the buildings have now been explored, the treasure must be in one of the last two. Both gangs started heading for the final confrontation and a chance for the loot.
One of Nigel's gang hid behind a barrel in a dark alley. When he got the chance he dropped Amarillo like a hot rock. Some say the shot was cowardly, others applauded the stealth.
John and I played this scenario three times that day. It was a ton of fun. This AAR was about the third and final game because it was the closest action and result. FFoL is my favorite skirmish game bar none. It plays clean and fast and John knew the rules in about two turns. We used the Horse and Musket card deck because of the additional special cards. However we stayed with the old hand to hand combat system. I had forgotten how brutal H2H was in the original rules. Next time we play the newer H2H combat system will be in effect.
John really enjoys post apocalyptic games, so Galactic Heros will be in our future plans. I realized that I have several new painting and scenery projects to do in order to get ready. I am looking forward to it! Thanks to Wiley Games for many hours of enjoyable and happy gaming.
Friday, November 9, 2018
The Cornfields scenario was the final battle for the campaign with my son. It was one of those where I had to make scenery like mad all during the week before the battle. The corn stalks are model railroading material that led me all over town looking for packages. I am pretty happy with how they turned out and now I have plenty for future games.
The cornfield scenario stated that this battle was Sanguinary. I had to look that word up. It was appropriate for the last battle as the Confederates would fight on desperately past their normal army break point. John's Union forces were much larger than my Rebs. Also this scenario brought some relief from his artillery advantage. It was exactly the scenario I needed to flip the campaign in my favor.
I really like the Longstreet system. After playing all 9 battles I have an appreciation how this game simulates the historical dominance of the Union supply over a number of years. Command cards become precious to the Rebel commander. By 1865 the Rebel command deck is about two-thirds of the Union deck. I became concerned about spending cards to soak up casualties because of the limited deck.
There is one card in the deck that can be truly diabolical when played against a commander. The "They Couldn't Hit An..." card forces the unlucky commander to roll a die and discard that number of cards from his current hand of 6. John used his to perfection and caught me precisely at the moment when I was ready to unleash the hounds. I rolled a 4 and my plans went up in smoke.
In the end, the Rebels were defeated soundly. The war is over. The final epic point total was Pellets McKenney with 40 points and the rank of 4 Eagles. Eustace P Marmalade with 37 points and the rank of 2 Eagles. The campaign system was a complete pleasure and I had a blast competing against my son. I highly recommend the Longstreet rules. Next up for will be some Fast Play Grande Armee. Happy gaming everybody.
Monday, November 5, 2018
During this entire campaign we have both experienced hot and cold dice to one extreme or another. On this last battle I had been rolling hot and John not so much. I had been already rolling for victory checks and missing them while John had not inflicted enough damage to check. However when he charged my guns he was able to drive off my infantry, capture a gun or two and most importantly capture an objective marker.
The calculated army break-point was 22. He had done 10 points of damage so far but that objective marker allowed him a second die to roll. He shook his dice for a long while and cast them onto the table. Boxcars! Victory!
This is exactly why I game. For moments like these. John was so excited to pull a victory out of thin air. It was a terrific moment for the two of us. Our next battle will decide the campaign. After eight games we are only two points apart in the standings with John leading. Our next scenario is the Cornfields. I will TRY to remember to take more pictures.
Monday, September 17, 2018
The brigade of E.P. Marmalade has been given orders to defend the crossroads until reinforcements come up later. Precisely how long that may be is unknown. All Marmalade can see is one hot damn mess of Yanks and their artillery.
Marmalade orders his cavalry reserve forward to plug the gap on his right flank as Pellets McKenney deploys half of his artillery.
At this point, the Union center has been stalled with decent Rebel cannon fire. For this battle McKenney was not as fortunate with his cannonade.
Since the Reb cavalry was dismounted and committed to a position, McKenney ordered his cavalry to sweep around the other flank at an attempt of encirclement.
Marmalade immediately countered the maneuver by about facing his rear guard battalion and drawing two guns off the front line to meet the threat. It was a risk but the Union center had taken a large number of casualties so far.
Pellets McKenney unleashed the fury in a cavalry charge. This time the southern boys were ready. A quick vicious brawl resulted in the loss of one of his Cavalry units and the retreat of the other. (Sadly, I forgot to take a picture during the charge.) As they tried to retire to reform, another Rebel gun was turned in their direction.
Marmalade retracted his right flank to protect his artillery and dismounted cavalry. As this was occurring, he continued to snipe at McKenney's troops on his left. With a few lucky shots he was able to break the Union attack and the battle was over.
This was also the second time where the phrase "Need a six, rolled a six." has been used in our campaign. Marmalade has gotten lucky twice on the victory check. Whew! Here is the final position of the battle.
After the game, we went through the campaign post battle process. There were no promotions, but John gets more artillery! He is at the maximum now for the year 1863. We also rolled for the next scenario which is "Meeting Engagement". The scenario describes an unplanned meeting on a pike out in the middle of nowhere. It will be interesting. I will post a report after that battle.
Thursday, September 6, 2018
Here is the overview of the table:
If one looks closely, the objective marker is placed behind the small copse of trees above the plowed ground. The Confederate columns and artillery marched slowly forward under constant fire from the Union guns. None of the Reb columns were unscathed. Here is early in the action as the columns begin their push forward.