Thursday, 31 October 2013

Never Waste A Good Crisis!

It's been a few years since I've been to Crisis in Antwerp, or any wargames convention, but I am looking forward to this one.



I look forward to meeting people. I don't see my club members in Delft too often lately, so I need to catch up. I will also look forward to play in Peter & Petra's new demo game, or at least have a look.

But Sidney Roundwood will be there, and I look forward to meeting him in person, as well as Stefan of Monty's Caravan.

There will also be a meetup of the Dutch Miniature Wargaming facebook page, so in case you hadn't heared about it, come and have a chat at 13.30 hours at the Karawansary booth.

Anyone not listed above who follows this blog or wants to shake hands for the heck of it, gimme a shout in the comments.

Puppet Wars minis painted and demoed by the guys
next to the Wyrd Miniatures booth at Spiel
Oh yes... games...

I was hoping to score some 20mm US WWII minis, but that seems not so much of an option. I also hope to pick up some Darkest Africa stuff from Foundry for my maroon project. Maybe some books on the Napoleonic wars, eg Stephen Summerfield's books on the Prussians.What about some steam punk minis? Or a reasonably priced copy of Puppet Wars?

Of course I could let myself be persuaded into joining whatever new project boils up among my fellow Murphy's Heroes.  You can see where this is going...

Sunday, 27 October 2013

Spiel Essen 2013 part I


Yes! This was a good year to be at Spiel in Essen. Even if there wasn't a great game to swoon about, and even if we had a last minute cancelation (with Douwe as a great substitution) and others were experiencing distractions form real world troubles.

Well, if you say so...
The new layout in the three halls and galleria was an improvement. It felt more spacious even though there were more people than in previous years (according to the Spiel website).

I must say I was also pleasantly surprised this year with effort made by most demo people. The Poles have made a great effort over the past years, but there were more examples of passionate people trying to win you over. For example the guy at the La Mame booth who really knew how to sell Coup to me. Rare to see such enthusiasm. Small designers tend to take all of that burden upon themselves, but demo people can be worth gold, if only to relieve the pressure.

So, what about the games? I´ll start my Essen report with impressions of the games I didn´t get to play. Next will follow my experiences of the games we did play. The Polish games will be in a third and last post.

Some neat balancing mechanisms in the deck management of Kampen om Norge were explained to me by one of the designers, who hung around the Spielbär stand. The Germans have to win 6 victory positions before their deck runs out, while the Norwegians can reshuffle if they want. The Anglo/French also have a limited deck.

It is only because I can’t be fooled into buying another 2 player wargame that I didn’t buy it, but this game genuinely seemed to tackle the most difficult campaign to wargame: Norway 1940. It combines sea, air and ground troops, in a very big area. It is probably hideously expensive to order it from Norway. So it will probably never gain a wider audience. I think that’s a shame.



Origin from Matagot is a civ game, where the shape (length, colour and thickness) of your figures determines their characteristics as you expand over the world. Didn’t hook me though.


Concept from Repos is in the line of guessing games such as Pictionary, but here you have a board of images that helps you to describe your subject. There are hardly any rules in the box and very little stuff. It’s just that I am fascinated by communication between different cultures and the problems of translating abstract concepts, so I bought it anyway.


My friends tried Uwe Rosenberg's new game Caverna, and it is mostly an easier, fantasy version of Agricola. Resources are not so tight.


Canalis from AEG continues the Tempest series. It is a tactical tile laying game.


Northwest Passage from Matagot looked interesting, with the retreat and advance of frozen ice driving the players on... or back. It’s tile laying and action taking. I would have liked to try this.

Russian Railroads lacks armoured trains to make it interesting. But then again, I don’t like train games. If you want armoured trains: buy Corto!


The guy at the Asyncron stand did a great job explaining l'Aeropostale to me. You run one of the first airline companies to encompass the world in your network of postal and passenger services. Nice theme & artwork, but would have liked to try it. That might have clinched a buy.

Hard to figure out why Madeira was making such an impact. It looked like the next ‘trade to impress the prince’ game. We couldn't fit into a table to try it. Probably for the better.


I only had a quick look at Ace Detective by Richard Launius. The investigation issue is dealt with by you putting the most clues on the suspect with the most clues at the end of the game, a mechanism we also saw in Android. The story-telling aspect is just the optional addition of players rewarding each other for story telling and this is also a well known mechanism. But both mechanisms have their weaknesses and didn’t fire me up to come back and find out more.

Had Suburban Dispute explained to me, and the background story is interesting enough, but I just couldn’t see it being fun for the full length of the game (2-3 hours)


Seven Swords (based on the classic Kurosawa movie Seven Samurai) by Xenos looks good and sounds good. The mechanics are interesting and seem to create a nice dynamic and tactical options. However, I just fear that the rulebook will be as badly written as Luna Llena and others from this company. Guys, get your ffing act together! You have interesting themes in the Ameritrash genre, but if you can’t write a decent rulebook I just can’t bring myself to recommend you to others. Bloody shame!

Thursday, 24 October 2013

Off to Essen 2013

The day before Essen. We have a drop out for medical reasons but a promising replacement. It will be a little bit weird this year, with probably a couple of games back home on Saturday.

Check me out on twitter @jurdj the coming days as I play stuff and post images.

It's been some time since I set up my watch list for Essen 2013, but I've been watching the updates and there's some good stuff out there for the Ameritrash minded.

The 10 games that I look forward to most are:

Ace Detective. Richard Launius + 'noir storytelling card game that rewards imagination'


Corto. I love the Corto Maltese comics, so I'm certainly going to check this one out. The fact that Seb Pauchon is involved is a good sign!



Coup. The buzz is good, and some new editions are on the way.


Duel of Ages. The new edition has been very favourably reviewed by two Mikes! see for Mike 1 and Mike 2.

The Mushroom Eaters. A game by Nate Hayden (of Cave Evil and After Pablo fame) is bound to be special. I'm interested in the action path mechanic and of course the highly original theme

Pathfinder. See Michael Barnes' rave review


The Rats in the Walls. Henning Poehl´s fun games, great artwork and the Lovecraft setting might just be awesome.

Sigismundus Augustus: Dei gratia rex Poloniae. The theme of the game appeals, but it's quite heavy and worker placement, not a stand up conflict game. There's a favourable review at Little Metal Dog

A study in Emerald. Gaiman + Wallace + Lovecraft. It's almost to good to be true. Either elation or deep disappointment

Veto by Kuznia Gier. Polish 17th century history, political infighting an intrigue! However, the company is going through a rough patch and is unlikely to attend the show. I'll check anyway.



On the Essen 2012 front, I managed to get a game of the Lupin III expansion set in as evidenced by my review. But I will give myself a pass for Signum Mortis, which was late in delivery anyhow. That is also a good warning for me to trim down the loot to the absolute necessary this year and forget about games that I don't have the time for to learn.

Of course, time is a matter of priorities.

Saturday, 12 October 2013

Followers: 39 Reasons To Be A Happy Blogger #4

Continuing the honours list of my followers:


#16 Millsy, ´Mad wargamer´ with an interest in Dark Ages and GW; blogger at Canister & Grape



#15  Phil Broeders, convincingly backs up his claim of dedication to all kinds of wargaming at The Wargaming Site


#14 Mik, of Mik´s Minis where he shows there are no bounds to creativity when it comes to wargaming. Fantasy, scifi, Lego, historical etc etc



#13  Ian Willey of the Blog With No Name, who indeed manages to get the better of me most of the time with his series of Terribly Obscure Wars


#12 Jim Hale, the man with more blogs than split personalities (I hope), Arlequin's Wargames, War of Burgundian Succession, Brush Fire Wars, France d'Abord, La Carretera de la Muerte, Dark City, contributing as well to the Interbellum blog on imagi-nations


#11 Erwin Blonk, smart guy, fantasy wargamer, music fan, dad, in no particular order


#10 The Frontline Gamer. Blogging in a class of his own, with his Sunday Sermons providing me with some weekend's reflection.



#9 Bert van Hal of Little Lions Wargaming blog. He plays WH fantasy, 18th century, and is interested in much more...


Thursday, 10 October 2013

Lupin III

Hard to tell how big an impact childhood TV shows actually have, but I remember a few of them very well. There was Robbi, Tobi en het Frawatuig, De Stratemaker op Zee-Show and later Inspector Gadget. The impact on Pierluigi Frumusa must have been the same for Lupin III, a Japanese cartoon series about the grandson of Arsène Lupin, the French 19th century equivalent of Robin Hood.

Basic game and expansion
Lupin III and his gang, consisting of gun toting Jigen, modern samurai Goemon and vamp/action woman Fujiko, are always intent on pulling off great and improbable heists. At the same time they are pursued by gruff inspector Zenigata, who by force of the plot must always fail.

This gives the game a natural set up of a match between the gang players and the inspector. But the gang contains one weak joint: Fujiko. She has her own agenda and might in some cases decide to keep the prize to herself. The possibility of a three-way stand off gives the game an edge over many other coop games.



The theme is further integrated into the gameplay as all the characters have unique stats and a set of mission cards, which give you different options (like Lupin's penchant for disguises and Fujiko's betrayal). This reinforced by the excellent graphic design and the inclusion of five plastic figures of the main characters is a bonus.

Special character cards, and yes: only in Italian
Every game is based on a scenario, drawn from the cartoon series. The original game includes a double sided board for the first two scenarios, the expansion two more. Every scenario comes with a few specific rules as well.

Another feature of the game is that it includes a planning phase, in which the gang decides on the way to execute the heist. They have a limited budget with which to buy equipment, from shovels to guns to paragliders.

A few suggestions for your shopping list

Finally there's the limited visibility. As long as they are not in sight, the gang are not on the board, which is why Inspector Zenigata has a challenge on his hands setting up his policemen at the start of the game.




Lupin pops up near Stonehenge to the surprise
of inspector Zenigata and his agents


Together, the heist scenarios, planning phase, hidden movement and conflicting goals of the players with unexpected twists in the execution phase make the game feel very much like the cartoon original. I think that´s a major achievement for a designer.

So, what's not to like about Lupin the 3rd, a good looking game dripping with theme and some interesting and rare mechanics? As in other cases (Gen-X, I'm looking at you here) English rules written by non-native speakers are not the easiest to digest. A combination of weak translation and sloppy rules writing leaves considerable gaps and confusion that players need to sort out during the game. Luckily there´s a revised English rulebook and a FAQ to provide some help.

As one of my friends said: rather than not playtesting it enough, they have probably playtested it too much and forgotten how much is assumed in the rules that we're not told about.




The visibility issues also can become problematic, which is why I think playing with an umpire is a good idea, especially when introducing players to the game. Does that diminish the game? I think not. But then I am used to half finished games where umpires and players work with the mechanics and role play rather than try to break it. If you are up for a unique game, brimming with theme, don't let these glitches stop you.

Tuesday, 8 October 2013

A Hint of Gamer Dad

I started this blog out of a sense of giving up time while gaining a family, but it is nice to see that these things can be combined occasionally. Surprisingly, the kids come asking to paint and build model tanks with me. So in the past month we've


built a 1:72 Supermarine Spitfire

Many thanks to my step parents for gifting this one bringing this as a gift!

and GW Skaven warriors



built and painted M3 half tracks

while I worked on two M3A4 Shermans

 which the kids can paint as well. The advantage of US plain colour scheme is apparent immediately.

And to top off last Sunday,

we built bows and arrows in the woods

Not so bad at all.

Tuesday, 24 September 2013

Followers: 39 Reasons To Be A Happy Blogger #3

Well, since I've started to celebrate my followers, I've picked up a new one every week, so let's keep going!Newly enlisted #39 is Peter, who blogs at Comes Britanniae and Oldhammer Fantasy Battle  (yes, that's an interest in Arthurian warfare, but also fantasy and Napoleonics).Welcome Peter, hope we can inspire you on reentry from your hiatus.


and continue the countdown to my most loyal followers:

#24 Jim Duncan, wargamer. Blogs about Ancients, SciFi, WWII, with an special interest in Too Fat Lardies rules.


#23 Michael Peterson, aka the Mad Padre, with a great interest in Platoon Forward (a campaign system for WWII skirmish games), which I awarded one of my five Liebster Awards.



#22 Barks, an Australian blogger with an interest in colonial, ancients and fantasy warfare. Plus some Ameritrash boardgaming



#21 Sidney Roundwood. Roundwood´s World is a nice combination of eye candy (WWI French Verdun project) and great insights into participation games.



#20 Aaron, (taken from his blog roll) is an avid miniature wargamers with a wide interest.



#19 Christopher, aka Axebreaker. Blogs at Bunker Hill about ACW, Dark Ages and 18th century wargaming (and more). Nice brushwork as well..




#18 Sapper Joe, blogs at  ...Wargaming Toys. With some interesting insights into wars of decolonisation, modern and pulp miniatures and cheap kindle books(!).



#17 MiniMike, who shares his Ministories but especially the eye candy.


Sunday, 22 September 2013

An Age of Tough Commanders?

After my extensive post yesterday, I wondered if perhaps the burden of command was heavier in the revolutionary and Napoleonic wars than in the 18th century in Western Europe and later in the 19th century.  Like yesterday, I´m inviting you to think with me here.

More than in the previous and following ages was Napoleonic (and revolutionary) leadership based on the physical courage and stamina of the men involved. This had much to do with the changing social and political conditions where merit and ability became more important than pedigree and court favouritism. General officers were not expected to just direct the battle from the rear, but to intervene tactically and inspire their men by example.

This is most evident in the case of the French marshals, despite Napoleon´s political considerations in his selection. But it is unlikely that Blücher could have risen to such high status in an earlier of later age. He loathed politics and with boorish manners he was unlikely to gain favour in court. Only his ability, popularity and drive and the desperate state of Prussia  in early 1813 secured his return to command .

It would appear to me, but this is something I need to back up at some point, that the average age of general officers in Napoleonic armies (with that of the coalition forces following behind the French at a respectful distance) was considerably lower than before and even after. The physical requirements and selection criteria for promotion on merit probably both worked to this end, although of course Blücher is the odd one out in this case.

In the later age, with armies growing even larger and availability of comfort increasing, field commanders were less exposed to the fighting and moved with greater ease. Long distances could be traversed by train and later motorised transport. And although general officers kept getting killed, this was more often the result of distant artillery and air bombardment than of exposure in the front line.

It seems that Eisenhower suffered stress mostly from the office politics of his staff  and the quarrels of his subordinates. Generals leading their men into battle became rare, like Rommel (who incidentally also wrote many letters to his wife relating his health problems). In that sense, he was one of the last heirs of the Napoleonic legacy.


Would you agree=

Saturday, 21 September 2013

Blücher, or the Burden of Command

Reading Roger Parkinson´s biography of Marshal Blücher I was confronted, more than in other military biographies, by the physical and emotional strain of military life, and command in particular. It may be Parkinson's inclusion of many fragments of Blücher's letters to his wife, in which he is very frank about his ailments and condition, that pointed this to me so strongly. 

What I want to do in the following, is to sketch the elements of physical and emotional hardships to which the Hussar General and his contemporaries were exposed. This is probably not a complete list and I would appreciate if any reader would use the comment section to provide further suggestions and examples.



Throughout the book you get a good idea of how tough it was to be a commander in the Napoleonic age. The challenges were physical and mental, and sometime both at the same time. The marshal is also a good example of how commanders dealt with the stress.

The Physical

Campaigning was hard business. Commanders were expected to travel long distances on horseback on the march and on the battlefield. This was also not particularly comfortable, with bad roads and lots of cross country riding, so it helped to be an experienced rider. Since this was the fastest and most flexible mode of transport, commanders only reluctantly switched to carriages. Blücher did this only when he was not fit enough to travel on horseback, but never in battle.

Apart from travel, commanders spent time on administrative duties although Blücher was happy to leave that to his staff. Correspondence with other general officers and political could not be delegated as easily.

Although for officers accommodation was often much better than for the rank and file, there are a number of instances where even the Prussian commander in chief slept on the field wrapped in a cloak. Because of the amount of travel and other duties in a day, sleep was mostly short and night were often broken with urgent messages. Most letters to the home front contained some reference to tiredness.

In these conditions and with full exposure to the weather, it is not surprising that illness was a regular feature of campaign life, and Blücher caught a few bad ones in addition to some recurring ailments. When worn out he would often complain of inflammation of his eyes, which reduced his sight. After the victorious battle of Laon, the marshal's health failed completely and he was unable to exert effective command for weeks.



The Mental

Command was draining emotionally as much as physically. The responsibility for the lives of so many and the political consequences of failures were high. Throughout the campaigns of 1813 to 1815, Blücher was driven by his memory of the humiliation of 1806 and the near dissolution of the Prussian state as a result. Knowing the ability of Napoleon to bounce back from defeat, he drove as hard as possible to make the most of his victories by hot pursuit and keeping pressure to keep his enemy off balance.

Responsibility became personal when it led to the loss of close colleagues, friends and relatives. Blücher was deeply shaken by the death of his friend and chief of staff Scharnhorst.

Leadership also included overcoming opposition from your own side. Corps commanders Yorck and Langeron posed considerable challenges to Blücher's authority. Differences of opinion would mix with conflicts of character to ruin plans and paralyse operations. Blücher's letters to his wife are full of frustrations over missed opportunities and misinterpreted communications.

But superiors could prove as troublesome as  subordinates. Monarchs intervened in campaigns out of political considerations, reducing the freedom of the field commander. The 1813-1814 campaigns were particular examples of this due to the presence of the monarchs in the theatre of operations. Blücher was so disappointed in the lenient terms of the Paris peace treaty in 1814 that he offered the King his resignation. This soured his relationship with his old friends Gneisenau and Hardenberg in the early stages of the Waterloo campaign.

High command could be a very lonely place. Although the Prussian marshal was relatively open and friendly with his staff, French marshals were known to be withdrawn and reluctant to share information and privacy with their subordinates. Ney, who had been a fairly approachable general, changed to a more reticent nature when he became a marshal and often dined alone. The deepest emotions could often only be shared with close relatives. Blücher, Ney and Davout poured out their hearts to their wives in their letters, but saw them very seldomly.

Where The Twain Meet

But the biggest and most traumatic element of command was combat. With the importance of example and intervention on the battlefield, commanders often exposed themselves in the front lines to rally retreating troops, to react to enemy moves and to lead attacks. Cannon balls would reach furthest, but generals were often close enough to the front to be within musket range or even get tangled up in melee.

Considering the state of battlefield surgery and medicine, getting wounded was life treathening even if not immediately lethal. So it was proved by Blücher's chief of staff Scharnhorst, who died in June 1813 of a neglected wound.

As a cavalry commander, Blücher would often lead its charges. In one such instance at the close of the battle of Ligny, his horse was wounded by a musket ball, and fell upon him. The quick reaction of his adjudant Nostitz prevented his capture by French cavaly, but his fall left him unconscious for several hours and he only came to in the nick of time to direct the Prussian army towards Wavre, rather than Liège.

At Lützen (or Groß Görschen as the Prussians would argue), a musket ball grazed his back as he led yet another cavalry charge. This superficial wound made horse riding most uncomfortable, with the wound occasionally opening again.

Nevertheless, it is clear that the old hussar was in his element in this environment and his staff often had to urge him to be more cautious. So physical courage should be considered a necessary condition for a field command. It was so much part of the officer ethos that I have found very few examples from this age admitting fear. If officers talked about disgust or emotion, it was mainly over exceptionally brutal behaviour, such as after storming of cities.

But the case of Blücher's son Franz is a good illustration of the mental impact of a physical wound. Blücher junior was wounded by a blow to the head (probably at the battle of Dresden) and captured by the French. Although he returned to active service after his liberation from a French hospital in the autumn of 1813, he later developed a mental condition (post traumatic stress disorder?) which led to his institutionalisation until his death. This was a cause for much grief to his father.

Release Or Breakdown

Even though most of these men can be considered experienced campaigners who had seen it all, it is clear that the trauma and stress was too big to shrug off. So they found release in alcohol, gambling, dancing and sex. The field marshal was very fond of the first three (even raking up such debts in his later years that he needed to ask his monarch to help out) but I have found no reference to the latter. Given the common occurrence of mistresses and prostitutes in this period among his colleagues, I think it unlikely that Blücher would not have joined in the fun.

Sometimes even that was not enough. Wellington, prime example of the Etonian stiff upper lip, was moved to tears after Waterloo. But it could get worse...

It seems that the iron will of the marshal sometime pushed him over the edge. His most celebrated mental breakdown occurred in the years after Jena and Auerstädt, when he was sidelined as commander in Pommerania while he saw Prussia constantly humiliated by Napoleon. He developed hallucinations and even claimed that he was pregnant with an elephant. This condition lasted for several months.

The story of Blücher´s physical collapse in March 1814 also shows how precarious the hierarchy was. Hallucinating and blinded by infected eyes, he was restricted to bed and incapable of command. When Gneisenau started to issue orders in the absence of the chief, experienced but troublesome corps commander Yorck almost immediately handed in is resignation and could only be recalled by waking Blücher temporarily from his hallucinations.

Gneisenau, although a great chief of staff, seemed paralysed by the responsibility and the senior corps commander, French émigré in Russian service, Count Langeron also stepped back. The decision was therefor made to keep the patient in nominal command until he recovered. But the army was effectively immobilised for almost two weeks.

And by the summer of 1815, the old marshal finally had had his fill of warfare, as he wrote in a letter to his wife. He longed for home, his wife and quiet.

Monday, 16 September 2013

Followers: 38 Reasons to be a Happy Blogger #2

Nice! Another new follower:


#38 Phyllion, a gaming magpie, with a steady brush and an interest in ancient Greek warfare..








When I did a post on my latest followers last week, I realised I hadn't done that for my longest and truest believers. So let me introduce you to:




#32 James Brewerton, not content with just one blog, but needs three. Also involved in bloggers for charity and BlogCon.

 

#31 Edwin King from the Thoughts of a Depressive Diplomatist blog. If you don't like dead bishops (how can you not like them?) there's shiny medals and interesting reviews.


#30 Jan-Willem van der Pijl, aka Pijlie. A shining beacon for participation games in the Netherlands and all round good lad.


#29 Hankesslinger. Also not a blogger, so can´t say much more.


#28 Michael Awdry, who doesn't restrict himself to 28mm Victorian Warfare to provide eye candy


#27 Schrumpfkopf, for your interest in German liberation wars and Westfalia miniatures. He´d be mad with my crappy painted Minifigs 15mm Saxons


#25 and #26 Pugglemonster aka SP aka Pete S aka SPPprojectblog. Obviously someone with multiple personality disorder, and probably the butterfly interest to go with it. No less welcome!



If you feel my short introduction is selling you short to the rest of the world, please chip in and I'll update your bio.