Sunday, 14 May 2023

Blood and Steel, Vanguard

Vanguard attack.

The Rajputs are clearing the heights ahead of the Brigade column.  A force of Pathans are defending.





Fought this game out using Blood and Steel, and somehow managed to delete the pictures!

Win for the Rajputs, but the Pathan are a difficult foe.



Samurai Blades given some Lard


I loved these old Standard Games boardgames back in the day.  I'm also keen on the feudal period of Japanese history.  It's a fashion thing I suppose.
When looking at getting into some skirmish games I invested in a dozen or so 40mm Samurai figures from Steve Barber Miniatures, but I fully intend to sculpt some of my own.

My games will revolve around the Shitzu clan, a minor landowning lot in the service of the local Diamyo.  The scenarios for Samurai Blades fit my ideas well and I will develop the game using different rules until I'm happy with the results.

Jitzu Shitsu is the local Samurai for the village of the White Dragon.  He and his family rule in the name of Lord Kenshin.  Jitzu holds the small border fort between the mountains and rival Lord Tossi's lands.  Between bandits from the mountains and surrounding rival Samurai  he is kept fairly busy.

The movement and combat mechanics in Samurai Blades are very 1980s.  Nothing wrong with that but since I'm using figures, not floppy boardgame tokens, I'll update them to my own rules.  This will take a little development, but I'll borrow from Ronin, Chain of Command and What a Cowboy.


To Hit
5 Shock
6 Hit
Damage
5 Bleeding
6 Critical

Wakizashi  1d6
Katana 2d6
Naginata 2d6
Yari Thrust 2d6
Bamboo Spear Thrust 1d6
Arrow 1d6

Skills
Acrobatic
Fast
Fearless
Intuition
Powerful
Tough
Kenjutsu

Negative skills
Arrogant
Cowardly
Drunk
Stinky
Taciturn
Vengeful

 




















The Scenarios

Sc1
Ambush the tax collection.
Jichu, the Samurai is a retainer of Lord Kenshin.  He has been encouraged to extort as much in revenue as possible from the White Dragon Village and its surrounding.

Sc2
Battle for the bridge
The cherry blossom inn. Jichu has been drinking wine and is resting  His rival for the favours of the lady Geisha has arrived and stands outside the Inn reciting his ancestors, challenging Jichu to fight.

Sc3
Attack of the Ronin
The retainers of the Samurai defeated in the last fight gather to attack the Victor.  They will take his head to the temple of 

Sc4
The Temple
Bearing the head of the Samurai killed in the last fight the survivors attempt to reach the Buddist Temple and toss the head into a koi pond

Sc5
The bandit attack.  Icchi Nakas the fairly disgusting local bandit chief raids the village of the White Dragon.  Can our Samurai retainers stop him?

Sc6
Night of the Ninja
Lord Hoji, son of the Diamyo is in the village of the white dragon to retrieve the taxes collected in Sc1.  A clan.of Ninja target him.


The Clan (so far)
Shitzu Jitsu, the old Samurai.  Loyal to Lord Kenshin.
Shitzu Bichu
Shitzu Mitzu, his sons

Status level 1 to 4 
Hyakusho, Bushi, Samurai, Lord
Fate
I or II
Skills
For activations.  Martial, Physical or Command
Activation
6 d6
Move 2d6 then 1 d6 for each roll of 1

Bleeding
1st cut

Weapon
And speed + damage as a result 

Character
Possessions

Activation roll 6d6

1:  move 2d6, subsequently 1d6.  Cross obstacle after first = 1 dice
Or Move backwards half speed.

2:  Dodge or duck

3:  Block

4:  Block or Cut

5:  Skill activation

6:  the upper hand, change any one dice score

To Hit
5 Shock
6 Hit
Damage
5 Bleeding
6 Critical

Wakizashi  1d6
Katana 2d6
Naginata 2d6
Yari Thrust 2d6
Bamboo Spear Thrust 

Traits
1.  Acrobatic
2.  Fast
3.  Fearless
4.  Intuition
5.  Powerful
6.  Tough

Negative traits
1.  Arrogant
2.  Cowardly
3.  Drunk
4.  Stinky
5.  Taciturn
6.  Vengeful

Skills

Sweeping cut
Giant of a man
Iaijutsu draw and strike.
Charm
Sharp teeth
Frenzied attack
Vicious strike
Ryoto Zukai, two swords
Menace
Skewer
Taunt
Conceal
Pierce
Distract
Slasher

Character

Dullard
Fearless
Excitable
Experienced
Vicious
Loyal
Determined
Calm
Calculated
Focused
Sadistic
Quiet
Observant
Talks very little
Vain
Greedy
Stubborn
Proud
Ambitious
Aggressive
Dynamic
Ferocious
Silent
Professional
Quick witted
Religious
Brash
Loud
Cheerful
Dour
Sly

Movement

Off balance
Slow footed
Jumper
Fast


My Samurai

Asmarmi Jichu
Fewa Keiki
Waki Bakki
Niiro Robamoto
Abe Simpsakasu
Nakas Scratchanobu
Maeda Shatsu
Ooka Shinpoo
Komatsu Digatsu
Sushi Slicer
Jinbo Nobunori
Heilo Moto
Oda Feila




The shrine

And the local bandits come calling


Waki Baki the monk takes on the boss Bandit

Whilst the Acolyte takes on the other two

It's an epic duel with the bandit chief

A really long drawn out fight between the monk and bandit boss

But it's the Acolyte that puts the first bandit down, before getting stuck into the other.

The What a Cowboy mechanics are doing well.  The bandit chief decapitated.

And the last bandit runs for it.

So not bad, but needs work.

Saturday, 13 May 2023

Falkland Islands 1914

With the German Squadron's success in the last game, Coronel, I can proceed to the Falklands.  Bit of a problem that I don't have any battlecruisers.  Time for a little scratch building.

The battlecruisers are scaled and outlined.

Taller than Scharnhorst here, but they will lose some of that height.

Basing.  Sized against German torpedo boats I was completing at the same time.

Not as detailed as my proper Tumbling Dice models, but a work in progress.

Admiral Graf Maximilian von Spee  
Armoured cruisers, SMS Scharnhorst, SMS Gneisenau
Light cruisers SMS Nürnberg, Dresden and Leipzig, Colliers SS Baden, SS Santa Isabel, and SS Seydlitz

Adml Sturdee  
Battlecruisers HMS Invincible and Inflexible
Armoured cruisers HMS Carnarvon, Cornwall and Kent,
Armed merchant cruiser HMS Macedonia
Light cruisers HMS Bristol and Glasgow 

Visibility was at its maximum, the sea was placid with a gentle breeze, and the day was bright and sunny. 

The Game

Spee's light cruisers—Gneisenau and Nürnberg—approached Stanley first. At the time, most of British fleet was coaling, but under short notice to steam. My von Spee has pressed the attack, considering Sturdee's ships easy targets,

Note that two RN ships were under steam acting as guardships.

Port Stanley, and the anchorage is quiet as Sturdee's fleet coals.  The tripod masts of the battle cruisers Invincible and Inflexible stand high over the breakwater.

Von Spee turns up to raid the station.

And Canopus fires over the istmus, with predictable results.

Spee sends Nuremburg and Guisenau ahead.  They have an impressive turn of speed.  Spee can see the tripod masts but he's gambling he can blockade the RN in the port..

HMS Kent begins to charge out followed by Bristol.  The other RN ships are activated sequentially by that white dice counting the turns.

Spee closed on the port., Dresden gets a hit.

Kent is in the channel and bracketed.

Canopus big guns come close, one good hit is all they need.

And the German light cruisers sweep in to fire torpedoes.  This is not going to be a historically correct game I think.  Nuremburg lands a great hit on Kent's boilers reducing the great Armoured Cruiser's speed to less than half.  She's a sitting duck.

Up to this point it's all to play for.

 Historically the Germans were surprised by gunfire from an unexpected source - the Canopus, which had been grounded as a guardship and was behind a hill. This was enough to check the Germans' advance. The sight of the distinctive tripod masts of the British battlecruisers confirmed that they were facing a better-equipped enemy. HMS Kent was already making her way out of the harbor and had been ordered to pursue Spee's ships.  Historically Spee ran but many armchair commentators believe he had a chance of victory by pressing the attack.  

I gave my Admiral von Spee a two in six chance of attacking, and rolled a six.

Made aware of the German ships, Sturdee had ordered the crews to breakfast, knowing that Canopus had bought them time while steam was raised.  I allocated turn two to Kent, three to Bristol etc.. With the Battle cruisers activating on turn 6.


Si vis pacem, game continues Friday.

Kent sunk.

Bristol follows Kent, avoiding the wreck, Cornwall follows her.



Bit Bristol is a light cruiser and gets a battering from the German heavies.

With Bristol slowed the German LCs torpedo her too.

Turn 6 and the BCs get up steam.

Bristol struck and sinking.  How unlucky can the RN get today.

German fire slackening.

Cornwall gets into action.



HMS Invincible leads Inflexible out, towards the wreck of Kent

Wreck marker in the Channel, difficulty 3.  Is it worth it for Invincible?

And Saturday Morning it finally comes to a conclusion.






The German lights loose torpedoes on Invincible

Damn close!


In close Invincible is bracketed.

Invincible blows up





Scharnhorst sunk

The German light cruisers break away 


The Historical Battle

To von Spee, with his crew battle-weary and his ships outgunned, the outcome seemed inevitable. Realizing his danger too late, and having lost any chance to attack the British ships while they were at anchor, Spee and his squadron dashed for the open sea. The British left port around 10:00. Spee was ahead by 13 Nmi; 24 km, with the German ships in line abreast heading southeast, but there was plenty of daylight left for the faster battlecruisers to catch up.

Catch up they did, those 12 inch guns reducing the German squadron, even the mighty Scharnhorst, to wrecks.

It's worth noting however that both battlecruisers fired off almost all of their ammunition during the battle.  The Germans, at half stocks anyway due to the previous fight at Coronel, also exhausted all of their ammunition, reduced to firing training rounds as the fighting died down.  Maybe then, just maybe, my von Spee had a chance.