by the readers
William Stewart Just received #136. In your Almost Intelligence column you mention a play by mail campaign. Would you expand on this intriguing tidbit? I have long been fascinated with campaigns but with the exception of a few mini-campaigns none of them have reached conclusion. The PBM game is based in England and run by the Skirmish Wargames Group (they use 54mm plastics), at last count there were 11 player but 20 positions. The campaign consists of two levels - broad map movement at the strategic (military and political) level and on the tabletop when forces actual meet. It runs on a two-week turn around (week 1 order to umpire, week 2 orders info back). The area under consideration is a fictious area on the NE coast of Africa in the Med. There are official campaign rules that regulate what the umpire does, movement, reinforcement, sequence, etc. The natives actually hold most of the territory (the Brits lost the opening moves) but the Brits claim it as sovereign territory. Unfortunately for the Brits, several other European nations as well as other troublemakers (me – pirates and slavers) are out to overthrow the Brits. There is an international port where most of the trouble starts. Things have been a little slow but I will try and keep you all appraised. I hope this answers your questions (Ted and Mike jump in if you wish to add anything else). Patrick Wilson Just got my copy of #136 and... well... you make me blush. Thank you so much for the kind words about my Studio 33 items, particularly your thorough review of the "Dynamite Deck." There are other possible Game Decks in the works to provide more features for games that might otherwise not appear for lack of such rules. Thanks also for reminding your readers that many of the "B'hoys!' figures will look perfectly at home in any Mid-Victorian civilian context. These guys and gals would make good 49'ers heading out for the gold fields, and some look like they'd be at home in the Alamo as well. The first "Crushers" (police) and "Laundry Guards" (armed street urchins) should be out by your next issue, with the first Firemen to follow. Also look for Fire Engines (Pumpers, Hose and Ladder Wagons) later this Spring and even a set of rules for old fashioned fire fighting! Please also allow me to plug the newly released Event Deck for "The Sword And The Flame 20th Anniversary Edition." Four years in development, this major game accessory debuted at ReCon at the end of April where the "prototype edition" sold out immediately. The Event Deck provides the simplest means of adding uncertainty and excitement to a game system firmly based on unpredictability--not just for "realism," but fun! The Deck comes on six cardstock sheets printed in full color, ready to be laminated or "contact papered" (if desired) before being cut out. A full page of instructions and ideas for use comes with each set. There are 38 cards, evenly divided between "British" and "Native", 6 Universal Misery, and 4 blanks for replacements or the Players' own ideas. Events include opportunities for Reinforcements that may appear variably along a Player's base line or sides of the table top. "Native" Reinforcements can even appear on the British Player's rear! This serves to remind the Redcoats that they are NOT on maneuvers in the Midlands, but deep in a foreign land, and perhaps Reserves would be in order! Other Events will have Units on either side begin to behave like they have minds of their own, which can work as often for the Players as against them. Meanwhile, the draw of a Universal Misery card could bring on the risk of Heatstroke, Bad Water, Thunderstorm, High Winds/Dust Storm, or (in the appropriate places) Blizzards! Most Events have built in variables that mean the effects of each Card can change from game to game, guaranteeing every battle will be unique and unpredictable. Perhaps the best effect of the Event Deck is that it encourages "pick up" games, especially ones NOT using all the figures in the Players' collections. Complex Victory Conditions and arbitrary "plot twists" no longer need to be devised in advance by a Games Master. Once the game begins, an Event Card can completely change either side's objective or change the situation with the arrival of Reinforcements. The frequency with which cards may be drawn is up to the Players, as explained in the instructions with each set. Information and orders may be gotten from Larry and Lori Brom at "And That's The Way It Was..." (www.thewayitwas.com), along with the rest of their rapidly growing catalog of games and accessories. Thanks again for all your help, Richard, and keep an eye on your mailbox--you should be getting more review items in due course! Nick Stern Bob Abra and I belong to small, but dedicated, group of Colonial Gamers in the SF Bay and Silicon Valley area. Our local group is the South Bay Game Club. Website:http://www.armory.com/~sbgc/. Bob and my current project is staging a Maiwand scenario using "Battles for Empire" colonial rules which we'll be running at our local Memorial Weekend Con, "Kublacon". Our last several convention games have included: Rorke's Drift, using Hal Thinglums's rules, Ambela, 1863, using TSATF and a "Darkest Borneo" game, also using modified TSATF. It was set in the 1850's with Royal Navy landing parties attacking a Malay Pirate stronghold, complete with a RN steam paddlewheel, rockets, blowguns and Dyak headhunters on both sides. I'm working on a write-up of the latter to submit to your publication. Although I'm a great fan of TSATF, I wanted to try "Battles for Empire" for larger engagements. So far I've played three games using them and quite like them. They have similarities to "Fire and Fury" but have their own unique feel. They are definitely not skirmish rules and give the player the feeling that he's commanding large bodies of troops, nothing smaller than a company of infantry or a squadron of cavalry. Although refights of famous battles, especially unbalanced ones, can be challenging, I think Bob and I have figured out a way to allow the British to win the scenario. But they will have to be audacious and aggressive early in the game, before the Afghan have time to build up their overwhelming forces. Then again, I'm constantly surprised at how one's best-laid game designs become sorely tested at a convention game. Back to The Heliograph # 137 Table of Contents Back to The Heliograph List of Issues Back to Master Magazine List © Copyright 2003 by Richard Brooks. This article appears in MagWeb.com (Magazine Web) on the Internet World Wide Web. Other articles from military history and related magazines are available at http://www.magweb.com |