An on-site report about the annual TankFest at the Bovington Tank Museum in the UK came in to Armchair General, complete with photos and a video link. Here’s a link to the story for all you gearheads (and who among us isn’t one). I also published a tribute to Uncle Duke Seifried and his years in miniatures gaming on the ACG site this morning.
http://www.armchairgeneral.com/tankfest-2010-the-sights-and-sounds-of-bovingtons-tank-museum.htm
Archive for category Uncategorized
TankFest 2010 Report
Jun 28
Combat Captain ~ The Rules
Dec 24
COMBAT CAPTAIN ! World War II Tactical Wargame Rules
( JANUARY 1 Revision) © 2010 David Raybin
These Free rules which you can download here CombatCaptainRULES_1, 2010 revison are a highly stylized “recreation” of World War II tactical combat with 28 millimeter model solders and appropriately scaled tank, and cannon. You could use 15mm troops if desired or, arguably, larger scaled miniatures.
The game uses a “you go” – “I go” turn sequence with the passive player having a limited “opportunity fire” to keep one side from dominating the other as well as keeping the passive player on his toes while the other fellow is moving about the board.
Against the grain of most modern rule sets which use a multitude of charts, this set has but a single fire chart. Everything else is factored into the number of dice cast for a particular activity.
The six-sided dice are used to their maximum effect by allowing some activities only on even rolls and other activities only on odd numbers. Because there are more even “pips” than odd, this permits a chance variation without cumbersome charts. For example long range fire effects are calculated only on odd dice, medium on even rolls and both even and odd when firing at close range.
Our rules were first used during wargame conventions. The minimum of charts and simple mechanics were designed to achieve a faster paced game which could be played in less than three hours.
My earliest rules – such as the Charge of the Light Brigade – were primarily devoted to combat in the mid to late nineteenth century with significant numbers of battalions roaming the battlefield. Trench warfare came next which is where the off-board artillery rules originated. More recently I toyed with Pirates and even Ironclads when I was in my “water mood.”
An impetuous acquisition of some early WWII British and German troops put me square in the need of some tactical rules for that period. I looked for some suitable rules and found most were vastly too complicated. Other rules compelled the use of assorted-sized dice which has never appealed to me. And so, like most of us, I rolled my own: rules that is.
The limitation of six-sided dice dictated a host of charts and variables which made my first attempts as complex as all the other tactical games on the market. In a dream, I suppose, I hit upon the full, even, odd dice convention that plays prominently in the range and movement rules.
I then decided that dice could represent not only distance and fire combat but that dice could substitute for time itself. “Paying” so many dice to conduct an activity would permit a delay in movement for example while the unit engaged in some other event such as seeking cover. This took a long time to conceptualize but once I understood the relationship the various factors became more apparent. The incidental benefit was the elimination of as many charts as possible.
Hitting on “three” as the “magic number” of dice per turn was by default. Fewer dice made things too slow and more allowed a side to get too much of a jump on the other side.
The fire rules are an evolution of my musket-era charts albeit with far more variables that seem to be required in modern era games. We can agree I suppose that “shooting” is what WWII games are all about. A single chart would be tolerated if it was devoted to the killing of enemy units from afar.
The morale rule is a variation of that used in my other games. It is gradual and if you want to run about with morale markers affixed to your troops so be it. Again there are no charts and anybody can subtract one pip from every die as a penalty.
The “cover” rules flowed naturally from the need to avoid complex terrain modifications. Instead of you going to the terrain, the terrain comes to you as a function of the time it takes to get into the several degrees of cover.
At the end of the day the game was designed for fun at our wargame conventions or where some stalwart souls want to engage in the pastime of our wonderful hobby.
Carry on.
David Raybin, January 2010, Nashville.
It is rare that one plays a premier wargame with some eight or so experienced wargamers to “show off” to those who make our beloved figures. So it was that Bob Duncan made welcome Al Maurer, owner of Askari Miniatures of Colorado Springs , to spend an evening fighting in the wilds of Africa in the Nashville, Tennessee area. Actually Columbia, Tennessee. There were some eight experienced hands about the table. We had Bob’s pastor who had never played a game. SO we determined he should start out small and we had him command a band of pygmies. To set the tone I will rewind with the invitation, some banter beforehand and then the game description followed by more banter and then the photos. David Raybin

I am sorry to report that an American citizen hunting in Africa is feared captured by some Arab slavers. T Roosevelt, a prominent American is seen here having his photograph taken amid the coastal forest before making his way inland on his hunt. It is unclear what has happened. A native reports the only thing heard was yells of “bully !! “ when the American rounded a bend. There were multiple guns shots, more yells of “bully!! “ and then silence. Reports will be filed when more is learned.
++++++++++++++++++++++++
+++++++++++++++++++++++++++++++
Gents,
In honor of a visit by Al Maurer, owner of Askari Miniatures of Colorado Springs, we are hosting an unusual (for us) game on Wednesday evening, December 9th at 6PM sharp! That is just a week away.
The scenario is Colonial Darkest Africa, with the fortified Rusanga British science station under siege from Arab Slavers, based in the town of Duruma. In order to reach the station, the lands of the Masai must be crossed, and they might not welcome the intervention. The lands between the Slavers and the Masai is the Lunga, and it might be crossed at the bridge near Duruma. The Arabs and Masai are old enemies, but they stay on their respective sides of the river.
In any case, the Naval Landing force, augmented by local Askaris, must move quickly as they are lightly equipped and only carry supplies for a few days. There are also British missionaries sheltering at Rusanga, including women, and all these are terribly low on supplies.
Bring them out alive.
I hope to see you all next Wednesday. – bd
++++++++++++++++++++++++
The Relief of Rusanga Science Station
British East Africa – Long Ago
Arab slavers (Neel Woodall, Tony Staggs), in a move to protest British interference in their slave trade, blockaded the Rusanga Station and attacked various mission posts and safari camps in southern BEA. Several parties of refugees joined the scientists at the station (Mike Randles), including a small body of adventurers led by a minor politician from New York named Teddy Roosevelt (David Raybin). They barricaded themselves inside the station, and waited for a promised rescue mission that was being hastily organized by the Royal Navy (Mike Peccolo, Al Maurer) on the coast.
The rescue mission, consisting of one company of British Marines, five companies of Askaris, a section of 12pdrs and a couple of old Nordenfeldt volley guns discovered in the armory of a cruiser, quickly marched the sixty miles in two days toward Rusanga. Unfortunately their route crossed the lands of the Maasai (Don Crownover, Tom Price, Albert Domm), who took a dim view of the intrusion, especially considering that the commander of the relief force did not even attempt to consult with the local tribal chief. The relief force just marched right past his krall without even a “by-your-leave.”
In the meantime, the besieged party at Rusanga, now led by the redoubtable Roosevelt, had determined that the best way to be rescued was to fight their way out past the Arabs and attempt to meet their relief at the bridge over the Bangoro River. Duruma, a small walled town infested with armed and angry Arab slavers, was sited hard by the bridge. The old soldiers and adventurers of the party would have to keep the Arabs busy while the missionaries, civilians and their pack train slipped by to cross the bridge, which was the only possible escape route, the lower river area being in the territory of hostile pygmies (Roger Nicholson.)
Drummed messages began to echo off the hills among the Maasai villages, and small bodies of splendidly attired Maasai warriors began to assemble in the bush as the relief column marched nervously by. The trickle became a flood as the Maasai, now in greater numbers, began to close in on the rear guard. In an attempt to frighten the Maasai away, the Askaris rear-guard fired a round of canister into the encroaching ranks of the Maasai. That was when all hell broke loose, and the Maasai shouted their battle cries and pitched into the rear guard. More Maasai poured from the northern village area to attack the head of the British column. It was here that a large body of fanatic witch doctors attacked the only company of disciplined British Marines, and were slaughtered in a bloody repulse. While the rear guard of the Askaris were nearly wiped off the map (along with a bucket load of Maasai,) the advanced guard poured highly effective fire into the Maasai attack and stopped it cold, loosing only one man of the three companies. Even the old Nordenfeldt volley guns did good service in hammering the Maasai ranks.
At Duruma, the Rusanga party, now running in the open beneath the walls of the town, stopped now and again to rake the rooftops of Arabs. The women scientists and missionaries were screened from several Arab charges from the town, these being narrowly defeated by the rapidly dwindling bodyguard of the refugees. With the refugees now flooding across the bridge, an Arab cannonball slammed into a bush preacher’s horse-drawn carriage, but it plunged into the river rather than blocking the bridge. It was at this moment, as Roosevelt and his small rearguard covered the retreat across the bridge that a last swarm of Arabs emerged from the buildings to charge the bridge. They were raked by fire from the rear guard (with great dice rolling) and the remnant was shattered and fled. This broke the spirit of the Arabs and, leaving many bodies in the town, they sullenly slunk away.
The refugees now joined the much diminished relief force, and they quickly turned their backs on Maasai territory and headed quickly back to the coast. Still, the reports coming from this fight would reach the newspapers back home. No sane person now wished to tangle with the dreaded Maasai nation. From the top of a hill, the Pygmy king smiled. The battle was over, the British were going, the Arabs driven out and the Maasai were humbled. He had not fired a shot, nor lost even a man. The King knew that he was the only winner of this battle. – Bob Duncan, GM
++++++++++++++++++++++++++++++++++++
NEWS FLASH
Africa.
A far more detailed report ( and more photographs) will follow. However it has been reported that the American T. Roosevelt has been rescued by Her Majesties’ forces from the hostile slavers and assorted other natives. It appears that Roosevelt is the hero of the day and proclaimed he didn’t need rescuing since he was able to extract himself from the predicament “quite nicely.” He was , however, thankful for the transport since several mules had been killed or stolen. He saved a group of missionaries who were instructing the natives as to new methods of procreation. Our reporter managed a photograph of TR leading his flock to safety over the water. Everyone agrees that this photograph is reminiscent of Moses leading the host as they were fleeing the Pharaoh. Roosevelt showed great leadership and now — with the recent demise of Colonel Custer — is the new national hero and there is talk of him perhaps running for President one day.
David L. Raybin

































General membership meeting of HMGS Midsouth will be held 11:00 a.m., September 19 at Wargames new location, 4825 Trousdale Dr., Suite 217, Nashville, TN. Gaming to follow.
Hey all, I am hoping to run my Ninja Revenge game at Wargames next weekend. Anyone is free to join. I have room for 10 players. It is a nice balance between historical and realistic play with Shinobi Myth and fun rolling a lot of dice. All the players are on the same team trying to beat the system (which pretty much describes the life of a Ninja!)
Game start time will be 1PM so grab lunch. When you are there I’ll tell you all the story of how a bottle of asian flesh paint exploded last week covering me and Ray and how Ray didn’t Ninja Kill me on the spot!
| From Ninja Revenge |
Nashcon coming soon!
May 17

Memorial day weekend is nearly upon us and that means Nashcon! The HMGS-MidSouth web page has been updated to have the Preliminary Events List (PEL) and a complete list of vendors who will attend the show. We are all looking forward to Nashcon 2009 and hope you will join us.
May 22-24
Friday May 22 Doors Open at Noon
Sunday May 24 Doors Close at 1PM
If you have not done so book your room at:
Franklin-Cool Springs Marriott & Conference Center
700 Cool Springs Blvd.
Franklin, TN 37067
Phone (615) 261-6100
Combat Captain (the RULES) Nashcon 2009
As the song goes: “Saturday Nights All Right For Fight’n.” Well at Nashcon this year we will have the premier of Combat Captain. WWII tactical combat with as few charts as I could contrive. The game has been playtested and will involve a might-have-been invasion of Great Britain in 1942. You can download the rules HERE for free. Lower down on this page are some photos from the game. We hope you will join us this year at Nashcon and give this a go.
Designer’s Notes: My earlier rules – Charge of the Light Brigade – were primarily devoted to the Crimean War with significant numbers of battalions roaming the battlefield. More recently I toyed with Pirates and even Ironclads when I was in my “water mood.” An impetuous acquisition of some early WWII British and German troops put me square in the need of some tactical rules for that period. I looked for some suitable rules and found most were vastly too complicated. Others compelled the use of assorted-sized dice which have never appealed to me. And so, like most of us, I rolled my own: rules that is.
The limitation of six-sided dice dictated a host of charts and variables which made my first attempts as complex as all the other tactical games on the market. In a dream I suppose I hit upon the full, even, odd dice convention that plays prominently in the range and movement rules. I then decided that dice could represent not only distance and fire combat but that dice could substitute for time itself. “Paying” so many dice to conduct an activity would permit a delay in movement for example while the unit engaged in some other event such as seeking cover. This took a long time to conceptualize but once I understood the relationship the various factors became more apparent. The incidental benefit was the elimination of as many charts as possible.
Hitting on “three” as the “magic number” of dice per turn was by default. Fewer dice made things too slow and more allowed a side to get too much of a jump on the other side.The fire rules are an evolution of my musket-era charts albeit with far more variables that seem to be required in modern era games. We can agree I suppose that “shooting”is what WWII games are all about. A single chart would be tolerated if it was devoted to the killing of enemy units from afar.
The morale rule is a variation of that used in my other games. It is gradual and if you want to run about with morale markers affixed to your troops so be it. Again there are no charts and anybody can subtract one pip from every die as a penalty.
The “cover” rules flowed naturally from the need to avoid complex terrain modifications. Instead of you going to the terrain, the terrain comes to you as a function of the time it takes to get into the several degrees of cover. At the end of the day the game is designed for fun at our wargame conventions or where some stalwart souls want to engage in a favored pastime of our hobby.
I finally found a copy of the film I made a few years ago. It is a home film of the Operation Market Garden mega game run at Fall In 2003. The video was intended as a home video only so there is a lot of copyright video in there. I also have lost all the interview permission slips, etc. So for those reasons I am only going to keep it up for a few weeks before the copyright police at Youtube catch wind of it.
The video takes about an hour, is unscripted and does the best it can to capture the entire game. The table was 60-70 feet long (20+ meters). There were thousands of miniatures, many dozens of buildings, all 11 bridges, etc. 70 gamers played in the game and were all playing the Germans. The 13 umpires pushed the Americans and British. It was run on Friday and Saturday and was grueling as hell for anyone who was there from first setup to final take down. It was rerun at Historicon 2005. I participated in that as well. The majority of the terrain boards were tossed in the dumpster as Marty didn’t have room to store them. We saved the expensive bits as best we could.
This was one of my earliest films. I am an awful camera man and it shows. I didn’t have great equipment but it came out reasonably good. Please spread the word about this video to anyone you know who games. The game was incredibly inspirational to my own efforts. So please blog about it, email and spread the word by mouth. Eventually I’ll take it down or have it removed for me.
Enjoy!
“If the enemy had descended suddenly in large numbers from the sky in different parts of the country, they would have found only little clusters of men mostly armed with shotguns, gathered around our search light positions. But now, whenever he comes, if he comes, he will find wherever he should place his foot, that he will be immediately attacked by resolute, determined men who have a perfectly clear intention and resolve to namely put him to death!” Churchill
The battlefield is a 6 X 12 foot table with 28mm troops. Each player commands a company
The Home Guard is prominent in the defense of the airfield and the adjacent village. The Germans are represented by the feared Fallschirmjäger (paratroopers) who attempt to take the airfield. The Germans will also land troops from off-board in an attempt to link up with the paratroopers. The British regulars are rushing to stop the invasion.
The game is played using our Company Commander rules which allow a high degree of flexibility in unit activity during a turn. The idea is simplicity of play so the game will move along to a satisfactory conclusion in under three hours.
The Rules will be posted on-line in about a week. As with all our rules they are free.
http://www.hmgs-midsouth.org/index_files/Page931.htmWe want to thank all the stalwarts who gave the game a go and gave us a final tinker with the rules.
Bernard Cornwell interview
Mar 31
Many of you know I’m the Web editor for the Weider History Group’s magazines. I try not to use this HMGS site to shill for my employer, but sometimes we post articles I know would be of interest, so I feel like I ought to tell you about them.
Case in point: On our GreatHistory.com site (we have three sites, which explains why I don’t get to game as much anymore) I just published the last segment of an exclusive, 3-part interview with Bernard Cornwell about his Sharpe series, and I know he’s a favorite with many of you. If you’d like to read the interview, this link will take you directly to all the postings of the interview’s author, Paul Davis.


























































