Saturday 29 December 2018

Brethren of the Main.

Tales of the Brethren of the Main


When I saw this wooden pirate ship model at the Summer Fair in Omodos last year, (up in the Troodos Mountains) I was very much in two minds.  Its a 3d build, with layer upon layer of wood, but in for a cent in for a euro, I decided to have a go.  Having bought it I sent it to the back of the cupboard, to await inspiration, since matching the ship to 28mm figures would take a little work.


I will admit that I was more than a little surprised to find the same model slightly cheaper on sale at Jumbos in the Paphos Mall.  Mind you that didn't stop me buying another one, as well as one each for the entire membership of the Petains, Merry Christmas.  (Well I am the only one of us that would make a convincing portly Santa...)   still...  aged 8+ ???  Ho, Ho, Ho.

I worked out that to waterline the model a simple incision above the keel was needed, really easy to do, with the added bonus that this would leave me with several useable deck sections to scratch build a few more ships with.  Since I would have two large galleons I think I will be able to add a sloop and a schooner to my fleet.


 The ship is very much in the 17th Century style, or even earlier. It really needs some Irregular Miniatures ship furniture, some modelling work and a crew.  

Frostgrave Ghost Archipelago sailors, some with bows replaced by muskets, will be my jack tars.  Nice figures if a little expensive. 


Since the rules I'm using are Blood and Plunder, I'm setting the game in the 1650s.  English Civil War troops will double as my Militias and Soldiers.

Woodland Indians will be my Caribs.  Reputed to be cannibals my Sea Dogs better be careful. The figures may not be ideal in terms of historical  accuracy, but tnet are pretty fierce looking!

My 15mm games established my English Pirate Captain, Fat Errol, and his Nemesis the French Capitaine Rathboné de Mayonnaise of the French Bouccanier.  The Frostgrave crewmen will divide between these two factions.

Port Royale on the "Île de la Gros Garçon," my Tortuga like pirate haven, has an English Governor with a dozen or so Militia.  The Spanish enemy is at  Puerto Rosas across the Sangre strait between the island and Hispaniola.

"Fat boy Island" also enjoys the small and lawless port of  Rumtown.  Inland is a French Monastery, set up by the French King himself to bring the light of Catholicism to the new world.  By all accounts it is rich in silver plate.  The Governor is reputed to be a Catholic who supports the disgraced and disgraceful Father Louis de Pénis.

Whilst Governor Appleton is nominally in charge, with a company of local militia, a contingent of regulars and the fearsome Colonel Daiquiri are always present in the old colonial fort.

French Buccaneers under Rathboné de Mayonnaise already use the Island, where the Abbot is one of their secret supporters and purchasers of Spanish silver. 

A new untested Spanish Commander and a contingent of Regulars are said to be already on Hispaniola at Puerto Rosas across the strait of blood. 

The Rules will be Blood and Plunder, a shore action using 200 points


My hand drawn Caribbean (well more or less) map.  

I'm also going to run a resource and trading game similar to the RFCM Pieces of Eight game. 
The Merchant house of Pugwash will attempt to make a Caribbean fortune using the old Saucy Nancy, the crew of which are the fearsome Nancy Boys.  Entering a port the Merchant Captain rolls d6 for the price of commodities at that location and attempts to trade his cargo up, all prices being in dubloons.

Some of the other characters on my encounter cards will be: The Bouccanier Captain Pont-l'Évêque, "the pungent pirate," Spanish Captain General Antonio El Gato Negro and his sidekick the Spanish Coronel Pequeña.

My idea is that four bands of Pirates each begin with a 100 point crew and two jollyboats, whilst Merchants begin with a single ship. Still, it's a big project.

Wargames Terrain

Palm trees from the plastic Zoo set, explain that one at airport security...
The Governors mansion
A facade for the Church to add onto one of my simple village houses. 
Area terrain fields with walls
A beach with wooden jetty, and the stone pier for Port Royale..
Longboats, a raft, canoes and shark fins.

Additional figures and conversionsI will need:
Pirate Captain.   Pad out fat Errol's tummy.
Priest
Matron
Spanish Militia of Antonio Zorro

Campaign reference maps

Local map of Fat boy Island
The Pirate Cruise map... Northern Caribbean with encounter points
Grid 6 by 6   20 scenarios.  Terrain roll.

1.  Shoal
2.  Islet
3.  Land
4.  Sea
5.  Channel
6.  Trade Port

Trade Commodities prices
1.  Rum
2.  Molasses
3.  Slaves
4.  Silver
5.  Foodstuffs
6.  Luxury items

Each port has a trade rating.  Dice d6 on entering port to see the rate for your current cargo.  Barrels, chests, sacks, ingots, but the value is reckoned in Pieces of Eight.

The Campaign Map Mechanisms D6 each square.  The result is:
1. Merchantman
2. Terrain on land Weather at sea.
3. Events aboard
4. Enemy Militia
5. Pirate hunters
6. Merchantman

Encounters
1.  Carib canoes
2.  Pirate Longboats
3.  A fat Merchantman
4.  A Squall
5.  A Pirate Sloop
6.  A Galleon


The almost completed campaign map

Thursday 20 December 2018

Reinventing my WW1 Air War campaign

During the summer I fought out a 1917 air war campaign. The format was simple, I re-read the Biggles novels set during WW1 and devised twenty scenarios from that to randomly assign to my patrolling Sopwith Camels.  The 1:600 Tumbling dice worked really well, and in one game I had over thirty aircraft mixed in a tremendous dogfight.

How to improve on that?  Well I decided that I needed 1/144 scale planes and to focus more on a small scale game.  The flying got lost with more aircraft on table, and to be honest it was far too complicated.



The Blue Max

The campaign objective will be to win this most coveted medal.  The first pilot to get to 10 kills will be awarded the Pour Le Merité, the Blue Max, and win the game.  Getting to ten wins will be rather difficult, especially since, as George Peppard discovers during the movie, getting a kill confirmed can be difficult. 


It's 1916.  The Fokker Scourge has lasted almost a year. The British have finally responded by forming "scout" squadrons.  21 Squadron has been formed as one of these, flying DH2 single seaters.  Winning the air war is critical since the long awaited British offensive at the Somme is planned for July.


The German response has been Fliegerabteilung Douai (Flying Detachment Douai). This unit of six fighter pilots was the precursor of German fighter squadrons. They have connected a front line observation post to the Jabbekke airfield, as a tactical air direction centre.  They also have the new twin machine gun Eindekkers.


Both the German and British scout squadrons will have six pilots, earning resources through their missions.  In effect they are proving their worth to the top brass and gaining recruits, replacement aircraft, fuel and ammunition.

My new 1916 1/144 planes

4 Fokker Eindecker 
2 Rumpler
1 Roland
2 Albatros D (late 1916)




The British

4 DH2

1 RE8
2 FE2b
1 Sopwith Pup
1 Nieuport 11

40mm hex bases

4 cm height rod
3 cm height rod
Magnets on rods
Magnet tape on planes.



21 Sqn DH2

"The Bullingdon boys"

Maj Piggy Kammeron

Capt Boris Knobson
Backstabber Grove
Nigel Porridge
David Davis Davidson
Joan Redwood
Jacob Reece-Fagg  (character card)
Timmy Martin Weatherspoon
Jimmy Dyson

FE2b RE8 Squadron

Ian and Duncan Smythe
Dominic Rabies and Andrew Leadsome
Peter Patel and B.F Mosley

RNAS Sopwith Pups

Lt. Kenneth Clarkie  (character card)
Lt. Joey Johnston

Algy Soubry

The Pumphosen Staffel
Jasta 7 - flying Eindekkers

The Baron Manfred von Pumphosen  (Character card)

Max Todtraum
Hans Frei
Helmut Rashe
Hans Untergloves
Fitz Sexpest
Sigmund Wank (character card)
Dieter Foffenhoff
Gunter Munter


French pilots flying Nieuport 11s

Maurice Le Coq, Ace (Character Card)
Pepé le Pew
Jean Pierre Gautier
Louis Vite-on
Christian Dio (character card )
Pierre Cardigan
Cocoa Channel
Yves Saint Lawrence