Showing posts with label modern. Show all posts
Showing posts with label modern. Show all posts

Tuesday, October 22, 2019

Yes I Am (almost) A Pirate, Part II

So after lunch on Friday, I ran my second game of the day.  This time, it was a much more modern game of Save the Whale.  Anyone who has read the blog regularly has seen those models being painted up; now, it was time for them to be used. 

One thing that I think is important for players of the game (and readers of the blog) to understand is that it is NOT a “serious game.”  I mean, the object for one side is to kill a whale, for goodness sakes!  Instead, the game is much more fun when both sides fulfill the stereotypes that are expected of them.  Fortunately, I had a group of players that were more than ready to embrace said stereotypes.  The whalers not only wanted to harpoon a whale; they were bound and determined to do as much damage to the Greenpeace ships as possible.  My Greenpeace players were equally hardcore:  At the beginning of the game one of them said, “We don’t care about casualties and damage.  We ONLY. WANT TO. SAVE. WHALES!”  With that, I knew we were going to have a rollicking game, and we did.

There are no setup rules per se, so we just rolled random locations for everybody (including the whale) and got started.  For whatever reason, there aren’t as many pictures of this scenario as there are of the earlier one.  I didn’t even start taking pictures until several turns into the game, so this time they are going to be of more interesting moments in the game.  The Greenpeace rubber boats rapidly headed towards the factory ship, which decided to use fire hoses to keep them away.  I explained to the factory ship captain that this would give his side negative publicity points, but to his credit he didn’t care.

Damn the publicity, fire hoses away!
He was successful too.  The die next to the boat means that it can’t move for the next 4 turns.  At the same time, Solo decided to get into the action and turned their hoses on one of the harpoon boats:


"Well, if they can do it. . . "


The brown thing behind Solo is a mooring line.  Ships can drag those behind them to try and foul their opponent’s propellers, but if they roll a 1 on a D6 the line breaks and is lost.  This mooring line is probably in the Greenpeace museum, as the player kept it for the entire game, even after fouling one ship.  The harpoon ship Solo snared was  so badly fouled that with other damage it was down to only one knot of speed.  The players agreed to give him some speed back, as he was out of play otherwise.  He also tried to foul the factory ship but was unsuccessful.

"Somebody's getting a taste of this rope.  Oh, guess it's you."
The one rubber boat swamped by the factory ship wound up not mattering much, as the rest of them swarmed the factory ship and got out the spray paint.  Both of them passed their die rolls, although not on the same turn, and applied slogans to the side of the factory ship.  Fortunately for the whalers, only two slogans counted for publicity points, and the boats ran off to interfere with the harpoon ships after that.

Like fleas on a dog. . . .

"The different colors of paint make it ART, not GRAFFITI!"
The  captain of the factory ship decided to use his ship as a sort of mobile battering ram, trying to force a collision with any Greenpeace vessel he could get close to.  He was remarkably successful in this, giving damage to both protest ships and reducing Rainbow Warrior to no speed by the end of the game. 
Despite all their aggression (and attendant negative publicity) the whalers did not succeed in killing a whale, so the protesters won this game.  Given the laughter around the table for the great majority of the game, I’m going to assume that everyone had a good time.  That ended Friday for me.

On Saturday, I had a chance to play some games, so I took advantage of that.  The first one was a game called Conn, Sonar!  This is a beer and pretzels modern submarine game, and the scenario was the final battle from Hunt for Red October.  Yours truly got to drive the Alfa class sub looking to kill Red October.
1/700 scale subs are oversize, but sure look good.
 The core mechanic of the game is getting a fire control solution on your target.  Every time you are successful using passive or active sonar, you get a solution counter for your target.  Once you have three, you can fire.  You can also try to take back your markers from others by being quiet.  I had an intermittent solution on the US sub, but could get nothing on Red October, as her commander kept extra quiet by using the caterpillar drive.  Fortunately, the Dallas couldn’t fire until he was fired on.
Once I realized that I couldn’t find Red October by being stealthy, I filled the water with active sonar waves.  I finally got a solution and fired two torpedoes before I lost him again.

Things are starting to get a bit crowded.
This is where things REALLY got interesting!  Of my two torps, one did not acquire, and began a circle to the right.  The other acquired Red October but missed her.  Going past the ship, it acquired and began to track Dallas.  That fulfilled her Rules of Engagement, so now she could start shooting back.

"Sorry about accidentally starting WWIII, guys." 

My first torpedo then acquired ME, so I decided it was time to leave the area at full speed.  Dallas turned in front of Red October and fired two torpedoes that had no trouble acquiring me, given the noise I was putting out at 40+ knots.  However, my second torpedo switched from the US sub to the larger target and hit Red October.  Good news for me!  However, a target that large requires two hits to be destroyed.  Bad news for me!

"So, do you want the good news, or the bad news?"

After a turn or so of running like mad, this is my situation:


"Looks like we made someone mad."
As my quarry was only damaged, I decided to try and get out of the torpedo’s seeker heads, and head back towards the (now damaged) missile sub.  They turned tighter than me though, so I wound up taking two USN Mk-48 torpedoes in the side and one was enough to kill me.  Game over.  Being a movie game, the movie quotes were flying around throughout the game.  Among them:

“We’re going to kill a friend, Vasily.”
“Set safeties to zero.”
“You fool, you’ve killed US,” and finally
“You mean you have TWO subs missing in the North Atlantic?”

Overall, they’re a fun set of rules that let us play a game of 19 turns to conclusion in under 2 to 2 1/2 hours, which included explaining the rules.  It manages to capture the feel of submarine combat, or at least what we think it’s supposed to feel like 🤔.

The last game of the day was Check Your 6! Jet Age.  This was another movie game and was actually two scenarios in one session.  To teach everyone the basic movement and combat rules, we did a scenario from the movie Top Gun of students versus instructors.  So, it was F-14's against A-4 Skyhawks with guns but no missiles.  After everyone understood the rules, we reset the game.  This time though, it was the final battle from Top Gun.  You know the one:  “Somewhere in the Indian Ocean.  Present day.”  And yes, we even had the dreaded MiG-28's.  They have missiles and afterburners, so are a much more even fight for the Americans.  The picture below is just after the merge:

Yes, there's an F-18 in the game.  Didn't bother the players, so don't
let it bother you.
THIS time though, the forces of Somewhereastan got their teeth into the Americans invading their airspace.

That is a dead Tomcat.  Note that there's no parachutes, either.
We played a few more turns, but weren't able to complete the game, as we were running out of time.  The end of the game looked like this:

Note that the other Tomcat is smoking.  Black smoke indicates engine damage
and orange indicates afterburner use.
With one F-14 shot down and another damaged, the forces of the People's Democratic Republic of Somewhereastan immediately declared victory.  The funny thing in this game were not the movie quotes (although there were a few), but this:

Remember me?

Yes, the Broadside! token that I mentioned in the first post.  Apparently it is the official currency of Somewhereastan, as over 20 of them were used during the game with the great majority being played by the Commie pilots.  I think at one point we were accused of flying this mission straight from the strip club, due to all the tokens we used!  The money used to purchase them goes to the Battleship Texas though, so it's worth it.  After this game slot, we had our convention speaker and then retired to the traditional after convention dinner.  There were other games played during the two days, but I didn't get any pictures of them.  Whether this is due to being busy, or being lazy, I will leave up to the readers to decide.

Tuesday, April 30, 2019

A Long Spell in Drydock


I feel that I owe my readers a bit of an apology right at the beginning of this post.  In looking at the blog, I realized that it has been 3 months since I’ve posted anything.  I would like to plead that Real Life ™ has gotten in the way, but the truth is that I’ve just been both lazy and in a bit of a slump.  I haven’t been completely unproductive, but the shipbuilding has really slowed down.  There are a couple of reasons for this, and they are even remotely related to naval gaming.  I’ll explain below.

Out, out damned computer!

No, I haven’t had computer problems, although I admit that would be a great excuse.  Instead, I have fallen into the snare of computer naval gaming.  I recently bought a game called Rule the Waves by a company called Naval Warfare Simulations, or NWS.  You can find their website at: http://navalwarfare.net/.  The game lets you run one of the major European navies from 1900 to 1926.  You  perform the role of the Grand Admiral, in that you get to design ships, place them, and (eventually) lead them into battle.  The navies in the game are Great Britain (of course), Germany (ditto), France, Italy, Russia, Austria-Hungary, the US and Japan.  As an option, you can manage the Spanish navy, or even the Confederate States if you want to go a fantasy history route.  I say fantasy there because all of the game is alternate history; in no way are you entitled to replay the runup to WWI.  Alliances can be made and broken based on the tension level between the great powers, and it’s even possible for the UK and Germany to sign an alliance if things go just right.  It’s also possible for real-life allies to really go after each other: In one game as the US, I fought three different wars with France.  The game is quite addictive, and many times I’ve found myself saying “just one more turn” (which is a month of game-time) until I have almost seen the sun rise.
Designing ships is one of the most fun parts of the game.  The march of technology is not always relentless, and some things that worked out in real life may not in your game.  This is an option, and you can turn it off if you so choose.  It does add an extra level of uncertainty to the game though, and I for one highly recommend it.  You can design anything from a minesweeper to a dreadnought and can ask the computer to help you if you want.  Computer designs are not always the best though!  Occasionally it will deliver a design that is overweight or has other flaws.  This is a part of the game that can keep you enthralled for hours, as you try to deliver that perfect blend of firepower, speed and protection.  If you spend money on espionage, you will get reports from what the other navies are doing, and this can be used as a guide for your own designs.  I can assure you; it WILL hurt your ego when you find that your perfect design for whatever ship is either 1) completely inept compared to its foreign counterparts, or 2) will bankrupt your country if you try and build it.  While the game stops in the 1920s, NWS is preparing Rule the Waves II which will put aircraft carriers into the game along with other technologies.  Will I buy it?  Despite my dislike of aircraft in naval games, I daresay I probably will.  After all, it’s not as if I have to paint up any aircraft carriers or airplanes, right?!  Gaming navies are a lot of fun when they’re digital, even if they aren’t quite as satisfying as a fleet of painted miniatures.

Gamer Syndrome

I think we’re all guilty of this one.  You start on a project and intend to keep a laser focus on it.  Eventually though, you look at those ships and start wondering, “What else could I use these for?”  Next thing you know, you’ve got a new project that you never planned on.  The military world calls it “mission creep,” the medical world calls it “attention deficit disorder,” and we call it “gamer syndrome.”  Even worse, you find a new set of rules that look like they would be fun, and only need a few ships.  Just a few, and they are almost all available from somewhere like Shapeways.  So, you’re looking around for those few ships, and you find all other sorts of cool stuff.  One of [fill in the blank] would be fun to paint, just to do something different.  Hmm, look at those; they would be perfect companions to that one ship you bought.  Wonder what you could do with those?  Are there rules for . . . .?  As the singer Robert Earl Keen says, “the road goes on forever and the party never ends.”
All the above is a roundabout way of saying that I have been painting some modern ships of late.  Not many; as I said, I’ve been in a slump.  One of my projects was an attempt to save a mistake that I got from Shapeways.  You might remember that in an earlier post, I talked about a problem I have with one of the Rothesay class frigates I received from them.  At the time I misidentified her as a Leander class, but have since learned the error of my ways.   Anyway, this was the picture:



I figured that given the issues with this ship, I couldn’t really mess it up any more, no matter what I did to it.  So, out came the knife.  I put the gun barrels in the turret using .025 music wire, which I thought would be more sturdy than plastic rod of the same width.  I added an upper mast out of the same wire, primarily to discourage gamers from moving the ship by its plastic mainmast.  Cutting off that circular thing did cause me to lose some of the deck details there, but fortunately I was able to paint them in without it looking too bad.  Overall, the end result looks like this:


She didn't come out too badly, all things considered.

I decided to paint her up as HMS Yarmouth.  With this one and HMS Plymouth, that gives me all of the Rothesay class frigates that were present for the Falklands War.  Falklands, huh?  Well what do you know, Shapeways has almost all the ships necessary for that war.  One shop even has the Argentine carrier ARA 25 de Mayo.  Throw in a couple of modern naval rules, and suddenly I’m buying things like this:



Obviously, nowhere near complete, or even started yet.



That is a 1/1250 scale Triton miniature of HMS Hermes, the flagship of the British fleet.  Obviously I don’t have to tell my readers where this is headed. . . .  I don’t know how long it will take this Falklands project to come to fruition, but someday my group will be playing a modern naval campaign.  Right now, I just keep telling myself that it’s still cheaper than trying to fight WWIII in the North Atlantic.

Naval “War”gaming? 

For my other foray into naval gaming ADD, the explanation is a little simpler.  Briefly put, I’m blaming David Manley for this one!  A few years back, I played his “Save the Whale” game.  In that, the players take the part of either whale hunters, or activists trying to save the whale.  The activists get to do things like use speedboats to paint anti-whaling slogans on the side of the whaling factory ship, which will give them points (as will other actions) at the end of the game.  The points are only for the protesters because victory for the whalers is pretty simple:  If they harpoon a whale, they win.  Even if that doesn’t happen, they might still win if the protesters have negative points.  In effect, the whalers have won in the court of world opinion.

Ships for this are surprisingly easy to come by.  Triang-Minic made a whale factory ship, and those can be picked up pretty cheaply on eBay.  The harpoon ships are harder to find as originals but are being reproduced so that is also taken care of pretty cheaply.  I already hear you asking, “But Brian, where do you get protest ships?”  The answer of course, is Shapeways (or as I’ve come to call it, “The Great Enabler”).  A quick search using “Greenpeace ships” will turn up only 1 option.  A shop called shipshape makes the MV Solo, which served Greenpeace in the 1990s along with the Rainbow Warrior III.  However, Decapod, who makes the Cod War models also makes a model that is a very nice stand-in for the original Rainbow Warrior.  Turns out, there is even a shop that makes rubber Zodiac boats in 1/1250 scale. 


WAY more than I will ever need.  Then again, as small as they are I do expect
to lose a few over time.

The Quarter of Comparison (TM) is feeling somewhat shy today, and decided to
try and hide.



There actually a little oversize but otherwise are really nice models.  I decided to go with Rainbow Warrior I and Solo even though the two never actually served together.  After all, this is a fun game and I don’t think anyone is going to be too terribly offended by this inaccuracy.  Rainbow Warrior is probably so well known as to not need an introduction, but here’s a picture of the original in London:


My model of this ship isn’t even primed yet, but once it’s done I will update this post with pictures of it.  The rainbow and bird will probably be done via brush, but the “GREENPEACE” lettering on the side will have to be a decal.  I think a decal will be easy to make, and will look a lot better than any attempts to do it by hand.

The Solo is much less well known, but this is the original:


And here is my interpretation of her:





The model isn’t complete yet, as I haven’t finished the base or made decals for the name and Greenpeace logo on the side.   I also wasn’t able to do the sweeping rainbow stripes by brush, so went with a blockier interpretation, as you can see.  All in all though, I don’t think she looks too bad.

So that is why the blog has been laid up for a bit here lately.  It’s not that nothing has been done, but overall there’s been very little.  I promise to get back to the sailing ships soon.  After all, the Trafalgar Project isn’t going to get done if I don’t do anything on it!