Kuwana/Yokkaichi gaming Feb 2

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Re: Kuwana/Yokkaichi gaming Feb 2

Post by Primarch » Thu Jan 16, 2014 3:47 pm

job wrote:... (I was thinking 2 1/2 hours.)
I was with you up until this point.

While we won't have the number of minis on the table that we had the last time we had a game in Nagoya, there will still be a fair amount of stuff going on. I think the games we had here in Nagoya took over 6 hours (including set-up, lunch and packing up). I would expect this to take at least 4.
That still leaves plenty of time to play other games though.
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by job » Thu Jan 16, 2014 4:42 pm

Well, all my thoughts are just thoughts. I'm certainly willing to play up to 4 hours or more. I was just thinking lunchtime would be the natural time to end. This may be a game of gastronomic will and discipline! :D

I do agree the game may take a little longer than expected, but I think it may be a bit shorter than in the past. 1) We are just a 4 man group. 2) We are becoming pretty well versed with the rules. When I played Kato-san last time we were able to play a full game of BP with each commanding three brigades in a little over 2 hours. Ash and I played 6 turns in less than 2 hours. Anyway, we can play as long as we like.
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by ashmie » Sat Jan 18, 2014 3:27 pm

So what's the deal yo? Any thoughts on this? I'm keen to play Advanced Space Crusade. Perhaps that in the morning and Black Powder from noon? If you guys want to start earlier perhaps Prussia could join from midday to help the British. Just like Waterloo. :)
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by job » Sat Jan 18, 2014 5:09 pm

ashmie wrote:So what's the deal yo? Any thoughts on this? I'm keen to play Advanced Space Crusade. Perhaps that in the morning and Black Powder from noon? If you guys want to start earlier perhaps Prussia could join from midday to help the British. Just like Waterloo. :)
Uh... Prim and I have been going back and forth on this for awhile on this thread. I think Lovejoy tacitly seems to be along with the ideas as he hasn't commented for or against the proposals.

I think the idea is to play BP from opening time. Prim would like to play for about 4 hours. If you would like to join in of course you are welcome, but if you want, go on ahead and start with ASC. Of course, I think you may have to talk with ToD. I believe the game takes a bit longer than 2 hours. (Edit: I think ToD just mentioned on the other thread he isn't able to come to this event.)
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by Lovejoy » Sat Jan 18, 2014 11:22 pm

As Job mentions, I haven't commented so far and don't have that much time to think about it at the moment but, I would like to play from opening in the morning, for however long it takes. Cant see it being less than 3-4 hours, what with the number of minis on the table. A multiplayer game takes a long time, I don't want to feel I have to finish before a certain time without it being concluded one way or the other. That said I'm sure it will be faster than the last time we all played together.
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by ashmie » Sun Jan 19, 2014 4:48 am

Sweet, Black Powder from 10 then, all being well. Sounds good. :)
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by job » Sun Jan 26, 2014 9:43 am

I thought I'd post something to create a rough outline of what we are doing. Of course, it is all open to change if you want to post something different.

• Begin 10am. (I guess Ash expects to show up then.) Hopefully, the battlefield can be laid out before hand.
• Battle mats supplied by Lovejoy and Job.
• Terrain: Job, hills, orchard, a few trees, one road. Lovejoy: a few houses (farm house and maybe some scenic sort?), roads (please), trees (?) Prim: linear objects, roads (please), other (?)
• Armies: Anglo-Prussian Alliance vs. French army. I suggest we use Albion Triumphant 2 as a guide on units and rules. Ash has a copy of Prussian rules. Most of the French rules are straight forward.
• Commanders: Single Commander in chief for each side @ Command 9. I suggest we use Wellington for the Anglo-Prussian force and Messena for the French force. (?)
• Mission:
Battlefield: Roads stretch from each corner towards the middle of the board where there is an intersection. On one side of the middle line is a ridge line dominating the crossroads. On the other side a farm, one building with orchard and surrounding fields.

Mission: Both are attempting to seize the crossroads before night falls. In failing to capture it, they should attempt to contest it and dominate the surrounding positions. The main objective is the crossroads, worth 3 VPs. The farm and ridge are worth 1 VP each.

Mission rules:
• Each player gets a table corner.
• Calvary with the "Marauder" rule may begin on the table. They represent scouts out ahead of the columns. Every other unit is in reserve marching to the field.
• Order of March: Each player will write down a Order of March for their brigades. Each brigade will march onto the field from their corner. If a brigade fails a roll, the rest of a player's brigades are delayed. (Ex.: Brigade 1 succeeds its command roll and marches on the table. Then Brigade 2 fails its command roll and doesn't appear. Brigade 3 and 4 can not arrive on the table until 2 successfully rolls a command order.

End of Game: Roll a d6 at the beginning of Turn 6. On a 5+ darkness arrives and the game ends. If the game continues keep rolling for each subsequent turn adding +1 to the roll.
• Units: This is where I am speculating. I believe our forces are fairly evenly matched.
Infantry: British 7 (3 light), Prussian 5 (2 large, 1 small/light); French-job 6 (1 large, 1 light) , French-Lovejoy 3
- Well the Allies will have a decisive advantage in numbers. I expect Prim will want his Rifle men from AT2, so they will be "semi-elite", while the Prussian landswehr are unreliable on the other hand large. On the French-side, Lovejoy's Old Guard will certainly be "Elite" and I will have 2 "semi-elite" units, the Swiss and the Vistula Legion. Advantage: Allies
Artillery: British 4 batteries (1 howitzer, 1 horse) ; French - job 4 (1 siege, 1 howitzer, 1 horse), French-Lovejoy 1
- The British guns will be Reliable from the AT2 book and have access to Shrapnel. The French will have the advantage of one more battery. Advantage: slight French
Calvary: British 4 regiments (?) (3 hussar, 1 Dragoon); French - job 3 (1 hussar, 1 lancers, 1 cuirassier), French-Lovejoy 1 (hussar)
- The British will have their Ferocious Charge and Ride at Anything rules, which makes them qualitatively superior to the French, but the French will have Cuirassiers, an "elite", and the Vistula Lancer, "semi-elite". I think, Advantage: French

Overall, I think the two forces will balance themselves relatively. Sorry, for estimating your forces, but I think if my numbers are correct, there is no need to adjust the mission or unit rules, too much. What do you guys think?
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by ashmie » Sun Jan 26, 2014 9:48 am

In! Prussia will be there from 10. Ready to march.
I enjoyed reading those Prussian rules you copied for me. Thanks.
My line infantry unit has 1st fire if that's cool.
All good from what I see.
Can't bloody wait, 'scuse my French. :)
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by job » Sun Jan 26, 2014 9:54 am

ashmie wrote:In! Prussia will be there from 10. Ready to march.
I enjoyed reading those Prussian rules you copied for me. Thanks.
My line infantry unit has 1st fire if that's cool.
All good from what I see.
Can't bloody wait, 'scuse my French. :)
I don't see any trouble with First Fire on the Prussians, after all your brigade is kind of hamstrung a bit by the number of "Unreliable" men. I expect Obrest Laycock has a fairly regular musketry drill for your line infantry. :)
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Re: Kuwana/Yokkaichi gaming Feb 2

Post by Primarch » Sun Jan 26, 2014 9:59 am

Those numbers are roughly right, but I only have 2 units of Hussars and 8 of Infantry.
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