I like the way John Fletcher (2005, 2006) assigns explicit abilities to the generals of the South American Wars of Liberation. In Liberators QPR generals are classified on a five rating scale from abysmal, through poor, average, good to excellent. And then he gives come generals extra abilities e.g. improved initiative. So how would that work in Tilly’s Very Bad Day for the generals of the Thirty Years War?
I’ve been reading about Soviet cavalry operations on the Eastern Front. And that, of course, has got me interested in expanding my Soviet cavalry collection. But before I invest further, I want to be really, really sure my cavalry basing is correct. The cavalry figures I already have are based on 30x30mm squares, like my infantry. But that is cramped. What to do?
Adam Landa was keen to try out ‘O’ Group, so we gave the sample scenario a go but transferred it to the Eastern Front. The objective, “Cristot,” became “Kristov”. We also discarded the tanks and anti-tank guns. I contributed the photos but all words are Adam’s, although I add a few thoughts at the end.
When I created my Terrain Cards – Random terrain placement for pick up wargames, Dick Bryant asked “When are we going to see the Crossfire version?” And then recently tiberius asked whether I had “considered creating a ‘modular tiles’ type map for Crossfire” (this was in the context of Mac’s Missions v3 – Revised Pick Up Games for Crossfire, although his comment was on v2). So here they are: modular terrain cards for Crossfire.
Chris, Adam and I had a go at Live Free or Die. The scenario was Alternative Chacabuco so a Liberators game using my Live Free or Die house rules for Big Base Liberators. Chris was the Patriots, Adam the Royalists and I was rules interpreter.
Summary: The game system defeated us. After hours of play we were no where near a conclusion so we gave up.
Andrés Ferrari suggested I have a look at Live Free or Die: Tabletop Battles of the American Revolution. Not because I play the American Revolution, but because he thought these could be adapted to the South American Wars of Liberation. So I got the rules and now I have to figure out how to play them with my kit. The big question are my Big Bases but there are a few other points worth touching on so, where appropriate, I compare Live Free or Die to Liberators QPR because this is what the scenarios refer to. Using the concepts discussed here I have I’ve also written a Alternative Chacabuco Scenario for Live Free or Die.
I’m on a roll. A Liberators roll. Jamie got me started but this scenario is because of Andrés Ferrari. He suggested I look at Live Free or Die for Liberators. I needed a scenario to play test it on and John Fletcher’s Alternative Chacabuco (13 Feb 1817) is my go to scenario for trying out rules for this period. This is my conversion of John’s scenario to Live Free or Die.
I’ve been gearing up to pay Dung Farm from Hit the Dirt for a couple of years now. I posted my Balagan version of the Dung Farm a few weeks back and, as you might recall, the table has lots of Ravines, thorn fields and thorn thickets. It took me a while to collect this additional kit. Plus the Kiwis in Italy. But finally it all came together – scenario, terrain, and figures. And Chris, Jamie, and Adam turned up to play. This is, of course, Crossfire for the Italian Campaign.
Summary: Really good game. Interesting challenges from ravines and thorns. The British need to use the terrain to their advantage. Chris and I, as the Germans, won.
Summary: Good game. Infantry slog felt like an Napoleonic style infantry fight. Columns pushing through lines in a bloody and extended battle Cavalry fight was brutal and heroic, more Lord of the Rings than South America, and took too long.
I already have a Alternative Chacabuco Scenario for Liberators HOTT, based on the Alternative Chacabuco scenario from the Liberators Supplement by John Fletcher (Fletcher, 2006). But that is for a typically small HoTT game and today I wanted to play a big game of Liberators HOTT. A “Mass Battle” in HoTT terms. More elements. More figures. More players. More fun.
The Liberators 1810-1830 Yahoo Discussion Forum included Errata for Liberators QPR in the files section. With the demise of Yahoo forums these have disappeared. Since I refer to them in my Clarifications of Liberators QPR, and John Smith asked about them on the Liberators Facebook page, I’ve reconstructed the errata here based on the handwritten edits to my copy of the rules.
Japanese Tank Hunter Teams in Crossfire
A few weeks ago I did some research on “Human bullet” assaults (nikuhaku kōgeki) – Japanese Suicide Anti-tank Teams. Now I have to decide how to simulate them in Crossfire. There are two parts to that: game effect of “Human bullet” assaults (nikuhaku kōgeki) and the organisation of Japanese Suicide Anti-tank Teams.
Following our first play test I thought I’d make some tweaks to my Small Kircholm scenario and try it again. In this play test the Hussars are just Superior Horse and there are five Hussar units, not six. Chris bravely took the Swedes for a second time, hoping to benefit from his experience in the first game. Adam took the Polish-Lithuanian Commonwealth. In Tilly’s Very Bad Day terms this is a small game on a small table with small armies.
Summary: A really good game. A better game balance than the first version. Both players played well with particular credit to Chris for quickly compensating for the crippling Swedish deployment. But the Poles took the day, again.
I’ve shared some DBA Arthurian Campaigns based on Martin Smith’s “Arthurian campaign” article in Slingshot (Smith, 2021), itself based on Kaptain Kobold’s solo HoTT campaign (Dux Bellorum). Both Martin and the Kaptain give solo opportunities so I thought I’d share how to use my campaigns in solo mode. You can play a solo variant of the campaign, like Kaptain Kobold. Or you can play a multi-player campaign with the table top battles fought solo, like Martin Smith (2021). Both options are presented here.