Monday, September 22, 2014

To Build A Better Bomb: The Manhattan Project

A few weeks ago, on our regularly scheduled boardgame night, my mates and I were exposed to the radioactive goodness that is The Manhattan Project. Evan particularly enjoyed the game and so he purchased a copy within a matter of hours.

I, too, had a lot of fun. I had been looking over the game for several months, but had not parted with my money for it. I am always on the lookout for a game my sons and I would enjoy, but while this looked good, I was not sure about the play of it.

However, after three games, none of which I won, I do believe the game is a keeper.


The game board is actually quite small, but each player also had his/her own side board, and then there are cards which are used throughout the game play. Looking at the board itself, one sees that it is not only very busy, but also very stylized (a bonus!) and filled with play areas where one places workers.

Yes, it IS a worker placement game. Much in the style of Euro games, one one is eliminated during play. Although, one can become frustrated if an evil player chooses to make one's life miserable (insert evil laugh here).

There are three types of workers in the game, as I don't own a copy of the rules, I will use what I remember and totally make up what I don't remember: Workers, Scientists, and Engineers. Workers can do most anything, apart from design or build the actual nuclear bombs. Scientists can help produce more scientists, design and build bombs, and also create the all-important fissionable materials as ingredients to bomb-making: uranium and plutonium. Engineers get a bonus for building some buildings, help produce industrial goods, and are generally better than workers in most any of the board spaces.

Each player receives four of each kind, in their own color. There are also four of each kind in a neutral gray, which are acquired as temporary workers due to board placement or cards that are in play on a player's board.

When it is your turn, you MUST place a worker on the board OR you may recall your workers. When a recall action happens, your workers, wherever they are and also all the gray workers on the board are removed and placed back in their proper pools. If you place a worker on the board, it may be placed on any open space, subject to certain limitations. For example, some spaces require an Engineer or a Scientist and these are noted on the board space.

Cards are purchased from those available along the top of the board, with card position determining the cost of the card below it. As a card is purchased, the cards to the right are shifted, filling the now empty location, and a new card from the deck is revealed and placed in the far right position. If an Engineer is used to build the building, either of the two left most cards may be purchased at no cost. Also, if there are any funds in the area on the very far left of the cards, those are taken by the player who purchases the left most card for $2 (or for free with an Engineer).

These cards are essential to a player's ability to win the game. Yes, one can play without any cards, but doing so puts one at a severe disadvantage. This is due to the fact that once a player has placed a worker on the board, he can then place the rest of his workers (including any temporary workers that have been gained since one's last Recall) on his cards.

Notice, there are also markers for fighters and bombers on this player card. Yes, you CAN bomb opponents into well, not submission, but surely into a realm of extreme frustration.  If you look at the image above, notice the symbols along the top of each card. These indicate the costs of activating the card, whether this be through worker placement or the expenditure of money, yellow cake, and fissionables.

Uranium bombs are worth more victory points, but are also more difficult to produce, unless you get very lucky with early card purchases.

Some cards produce only one type of resource, where others give a choice between two types, and another gives both. In the image above, placing any worker on the university card allows a player to choose either a Scientist or an Engineer. But the factory in the lower left allows for a bomber and $2 for the placement of any two workers. Notice that the enrichment plant in top right needs $4, two Scientists, and three Yellowcake in order to produce two uranium.

Yellowcake is almost always used in the production of uranium and plutonium. It can be produced via cards or by placing a worker on the appropriate board space. There are quite a few wooden pieces for this, but if you run out of these during a game, you can substitute any suitable items; I recommend coins with the coin value equaling the same amount of Yellowcake.

 If a player has not gotten the needed card, there is a work around; Espionage. On the left side of the board, there is a single space costing $3. Placing a worker there allows a player to move his Espionage marker one greater and also to place his workers on ANOTHER player's cards up to the limit of his Espionage marker. So, if you have been using espionage throughout the game and now have your marker at 4, you may place workers on up to four cards owned by other players...they do not need to be the same player.

 photo Mp1_zps03a893cb.jpg


The above image is from my last game. Although difficult so see, I have seven cards that produce fighters or bombers or can be used to produce money or can do both, depending on the card. I built up my air forces quickly and then bombed two of my opponents....after sensing their frustration, I stopped in a moment of weakness. I wanted to see how this worked as none of the others had used their air forces in any of the three games we'd played.

Each bomber I used gave me a damage token that I then placed on the opponent's cards. The cards could not be activated if damaged, so they needed to then repair, which is not cheap.

 photo MP2_zpsb17377d3.jpg

Also from the last game. You can see the bomb cards, and a few of the yellowcake, in the foreground. On the board, on the right edge, you see the inventory of fissionables for each player. There are numerous bomb blueprint cards, each with a unique name and one or two victory point values. Uranium bombs are worth the most and also cost the most, but Plutonium bombs  have two possible values. If a player builds a Plutonium bomb and then "tests" it, it is removed from his play area, but he then receives the higher value from any of his other bombs. Additionally, not only do the bombs cost U or P, but also workers must be placed on the card in order to build it.

This is a good game! It is one of the "tightest" designs, with the best utilized maps that I have ever seen. Very little board space is wasted and the worker placement mechanisms give players a great deal of control over their tactics. In many other worker placement games, everyone places their workers and then picks them all up at once. In this game, you can pick up your workers as often as you want, depending on your play style.

There is an expansion available, which we do not have (Evan needs to buy it!), that includes personalities, nations, rockets, and another ingredient similar to Yellowcake (it is a slightly different colored wooden block).

There is also an iOS app, but the reviews of that version indicate that it needs some bug squashing to really make it worthwhile.


Tuesday, September 9, 2014

An Army's Stomach



I am trying to now get back in the swing of things, blogging-wise. After a heavy workload summer, I am back to the usual schedule of desperation and famine; full-time work still eludes my every advance, like a smart woman.

So, I am writing this post as a way to get back to blogging regularly, again. I still have a backlog of things to post about, complete with photos, but today's post is text heavy.

If you have been following my blog for the past couple of years, you know that I am trying to start an imagi-nations campaign, but have been thwarted by a now dead desktop, which has the custom map on its hard drive. I am THIS close to having it fully repaired, but I need a new monitor now, in addition to the internal hardware that has been or still needs to be replaced.

Anyhow, while this delay has been going on, I have been intermittently working on fleshing out and/or cleaning up the campaign rules. Much of which has yet to be posted on the "official" campaign site. However, I am working on the logistical rules, and have a revision in mind. See below.

The current campaign rules for logistics require a lot of math calculations before, during, and after a turn. Since the campaign map is nodal, with each node been a source of supply (of various sizes and capacities for supply) players, and myself as umpire, would have to calculate how much supply was available to a given army within about four nodes of a force's location. This means we'd be calculating up to 20 or more node's worth of supply for EVERY player's non-garrison force on the map.

I never liked what I had thrown together for these rules. Yes, they are more "realistic" in a sense, but they are also far too complicated to expect to last and broken/abused rules really do not belong in a campaign.

Thus, my new idea...

Begins with the premise that an infantry battalion's supply is about equal in cost (a term to describe the many factors involved in delivering needed supplies to a particular unit) to that of a cavalry squadron or artillery gun (with crew). Not everyone may agree, but in MY campaign, this happens to be true.

Next, each node, complete with population center of small to very, very large (non-technical terms), can provide a given amount of supply, roughly equivalent to other population centers of the same size. Larger population centers give proportionately more supply than smaller ones.

Meaning that a village will provide the same amount of supply as another village, but a major town will provide even more.

Now, we just need to make it easier to track how a force is supplied during a campaign turn of approximately one week of time.

Some may argue that logistics is unnecessary for wargame campaigns and can be left out, but I disagree. Logistics IS a major part of military planning and the early 18th century campaigns that did not succeed were usually the victims of poor logistical planning or execution.

I want my players to have to chose where to strike and be subject to attrition if their preparations are lacking. I also want to give them the opportunity to hurt other players by razing lands as a means to reduce another player's ability to feed his troops.

Hence, the proposed revision of the rules is:

1) Armies, of any size, must be supplied over the course of a turn, otherwise they will be subject to attrition.

2) Garrisons do not require supply neither do they absorb supply. Garrisons are handled differently if the location is under siege; see the appropriate rules for sieges.

3)  Population Centers provide the following amounts of supply:
  • Capital City: 16
  • Major City: 12
  • Minor City: 10
  • Major Town: 6
  • Minor Town: 4
  • Village: 1
4) Supply is provided locally. This means that a given force is considered as being fully supplied if its size does not exceed the supply capacity of its location. If otherwise, then the force must be within three nodes of a magazine that can sufficiently supply it, else the force will be subject to attrition.

5) Magazines may be purchased by the players during the Winter phase of the campaign. They will each provide a given amount of supply, with several magazines purchased and placed in a single location to increase its effectiveness.

a) Magazine capacity: 16

6) Magazines will provide supply up to three nodes away, with a diminishing capacity the further away from its location. In same location, 100%; 1 node away, 75%; 2 nodes away, 50%; 3 nodes away, 25% (all values rounded down).

7) As a force moves during a turn, it must check against the location's supply capacity. If the force exceeds the local supply capacity, then a check for any magazine within three nodes is made. If the force both exceeds local supply and does not have sufficient magazine capacity, then it will check for attrition losses for each battalion/squadron/gun not in supply. Only those units which exceed supply are checked for, not each unit in the force. The owning player chooses which of his units are in supply. However, only one Attrition Roll per unit per node is allowed. This means that if a player first rolls against his infantry, but there are still rolls to be made, they then must be rolled against his cavalry. An exception is that players may always choose to save his guns by forcing infantry or cavalry units to make additional rolls.

8) Attrition losses are taken at the end of the turn, before any battles are fought.

9) The logistics rules only apply to armies when marching outside one's own territory. We assume the troops are being fed one way or the other within home territory.

10) Attrition losses are handled like combat losses. Some are permanent. Some will go into the casualty pool. Some may go into replacement pool from the casualty pool. Replacement pool figures go back into units, based on the player's desires.


Example, player A orders his Army of Observation, composed of 8 battalions of infantry, 4 squadrons of horse, and 2 guns to move to a spot four nodes away.

The path tracks through a minor town, a major town, a village, and ends in a major town with a magazine. This means the supply value of that path is 4, 6, 1, and 6; the army supply requirement is 14. With the help of the valuable magazine the actual supply capacity is 8, 14, 13, and 22. This results in 7 Attrition Die rolls, six for the first node and one for the third node of movement. Attrition Die rolls can result in 0-2 figures lost per unit. The owner of the army selects to roll each of the Attrition dice against his infantry battalions as he has 8 battalions, which is greater than the number of rolls he had to make at the first node.




Note: I want players to have to take attrition an attrition losses into account. The economic system I plan for the campaign requires that players make choices and not be able to do everything they could wish in a given campaign year. The idea being that since historical commanders had to make do with limited objectives each campaign, so should they...but if they choose not to, then they will also pay a price in attrition for. So, a player might raise several extra regiments instead of stockpiling supplies in magazines, but they then risk losing large numbers of troops due to lack of supply.

Incidentally, well really by design, this means that protecting one's line of supply is vital and failing to do so will potentially have severe consequences.

I solicit responses and suggestions, but know that I am fairly well happy with the mechanics of this system.

Monday, July 14, 2014

Coming up for air!

Sorry friends!

I have been absolutely busy these past weeks, far more than anticipated. I have been teaching one class, during the summer, at the local university. However, this summer I am teaching four classes, including one where I had to design the curriculum on my own, two days before the class started.

So, while. I am actually earning some dosh, finally, I have been focused on work and sleep up to this point, with a game during the week, here and there.

As one class is now finished and a second ends this Thursday,  I hope to catch up on a backlog of posts.

Meanwhile,  I have been purchasing terrain materials, especially trees and foliage, and expect to purchase some teddy bear fur and pink insulation foam this week. In addition, I bought a few rules and miniatures and will post on those soon.



Friday, May 30, 2014

An Interview with Two Hour Wargames




 The latest in the series of interviews is with Ed Teixeira of Two Hour Wargames. If you have not yet played one of his fine products, then you are truly missing out. THW happens to offer an excellent series of games which also cater to the solo wargamer, allowing hobbyists in remote locales to still "push lead." However, the same game mechanisms also cover the more traditional two-player, and even multi-player combats, making the games well-rounded in approach. If you have not yet had a chance to communicate with Ed, I can assure you that he has gained a clear following of friends, supporters, and customers who think very highly of him, myself included.




http://www.twohourwargames.com/chrefive.html

 Click image to go to the download page for this free game.


Ed, thank you for agreeing to the interview. It is truly a pleasure to have this opportunity to "see behind the curtain," so-to-speak.

JP: How did you get your start as a wargame hobbyist? We all have some point in our lives or a certain age that our imaginations take off, so what did it for you and when?

ET: It happened in ’74 when I walked into a shop called the Soldier Factory while on vacation. It was owned by Jack Scruby and it opened up a whole new world for me.

JP: Why did you take the great leap from being a wargamer to becoming an author of wargame rules? How would you describe this journey?

ET: All gamers tend to tweak or make house rules for the rules they play so it was natural. I wrote a couple sets for fun and they were well received by fellow gamers so started THW as a sideline. Just for the heck of it.

JP: THW has a wide range of genres covered in the published rules, how much of this body of product is solely your personal efforts and how much (or little) do you rely on others to contribute to the products you release?

ET: We have about 50+ published sets with 18 or so from 14 different authors. We encourage people to write what they know and are passionate about. Then we make sure that they stay true to the basic mechanics.

JP: All of your rules have the same basic "engine" which drives play, especially for solo gaming, but which appears to handle the different genres with great ease. Can you please explain how you came up with the core rules, as found in Chain Reaction, and have them work so well in multiple genres?

ET: Back in 2001 I wrote a set of gang warfare rules and sent it to a large miniatures company for their specific figure range. They said thanks but it wouldn’t work. I kept getting play test reports from my four play testers for everything except gang warfare. They convinced me that it would work for more than one period. So “Guns and Girls” was published but there was so much whining about the cover that I did a second cover called “Chain Reaction”.

Over the years I’ve received lots of feedback from gamers on what they liked and didn’t so the rules slowly evolved into the current, Final Version mechanics. One of the best things about the mechanics is that you can play multiple periods and not have to learn a whole new set of mechanics. Mechanics are tweaked to give flavor to the period but the basics remain the same.

JP: What motivates you to write? Do you have a list of products you want to get done, in your head or does each product kind of write itself as you are struck or otherwise influence by something else in the industry?

ET: I enjoy writing and gaming and that’s the motivation. I’m blessed that I can actually do it as an occupation.

The products drive themselves. It’s kind of odd but something triggers inside my head when it’s time to write a certain set. For example, I had an idea for years on a pirate game but never put it to paper until last year when the right mechanics were developed.

JP: How would you describe yourself as a hobbyist? Collector, gamer, painter, or just a guy who likes to write and write often?

ET: Before it was hobby; a distraction from my normal job. Now it’s become my real job so I don’t get to game as often as I’d like. Not really a collector and I gave up painting early on as I really wasn’t any good at it.

JP: Do you play games from other publishers? If so, would you share which one(s) and how recently did you play it (them)? If not, which of your products do you play (not playtest) most often?

ET: I stopped playing games from competitors about ten years ago. Just want to concentrate on THW. As for playing most often, that would be 5150: Urban Renewal (Sci Fi RPG), By Savvy & Steel (Swashbuckling), and All Things Zombie. They allow me to create characters that can be used in a campaign setting.




JP: Machinas is a departure from your usual method of product development and release. Can you explain what caused you to go the crowd-funding route? You already have another product in the same track, so is this something we're going to see a lot more of or is this due to product specific considerations?

ET: Crowd-funding is a great way to see if there’s interest in a game. Being a small company I don’t want to put effort and money into a game that there’s no interest in. But it’s also a good way to get smaller, odd games, into the hands of the people that want them, in limited numbers.





JP: Although many of us who have read your postings in the THW forums, the Yahoo group, or private communication have a decent grasp of the answer, can you please share your design philosophy and why you feel it is important enough to take the financial risks that owning a gaming company generates?



ET: I want to design entertaining games playable in two hours or less. People tend to have less time to devote to their hobby, that’s why we shoot for the two hours. I want them to use their own figures if they want and to be able to tie their games into an easy to use campaign system if they like.

The last two things I shoot for are; be designed for exceptional solo play where the game mechanics control the enemy in a way that is realistic and can provide surprises during play. The last thing is using similar, not identical, game mechanics so you can play multiple periods without having to learn a whole new set of rules.


JP: You've mentioned, by various means, that THW has other products currently in the works. Would you mind sharing what those are and could you give us some bits and bobs of details that you haven't shared elsewhere? (Egads, I went for the exclusive!)

ET: The next one is NUTS – Final Version. Almost all the rules are now using the last evolution of the Reaction System – the Final Version. Then an update for Larger Than Life (Pulps) and Montjoie, our medieval set. Once they are finished all of the rules will use the Final Version mechanics.


JP: Thank you, again, Ed for joining in the celebration of the milestone for my own small contribution to the wargaming hobby. I have gained a greater appreciation of the hobby, as a whole, over the past few years, as have my sons, in no small part due to you and Two Hour Wargames. May you and your efforts achieve ever greater success.

ET: Thank you for the opportunity Justin.

Tuesday, May 27, 2014

And the Winner is....



The order of draw, from Random.org, was:

  1. Monty
  2. Modartis
  3. Roger
  4. Jonathan Freitag
  5. Chris Stoesen
  6. Benjamin of Wight
  7. Texas Jack
  8. Derek
  9. Ferb
  10. Mervyn Douglas
  11. Francis Lee
  12. Andrew Saunders
So, congratulations to Monty and a warm thank you to all who participated. And a (soft) kick to the couple who failed to provide an answer for the question.

The answer being:

I Ain't Been Shot, Mum.

I appreciate the comments thus far and I still have a couple of interviews to post to finish of the celebration. Again, my thanks!

Monday, May 26, 2014

Leibster Blog Award


The right honorable Legatus Hedlius has nominated this blog for the Liebster Award! Nominating is the same as granting, in this case, as there is no committee that meets to present the award. However, the recognition of one's peers in the bloggerverse does bring a sense of acceptance and accomplishment, especially as my posts rarely receive comments, apart from the dedicated few who try to comment everywhere they visit (they do inspire me to try to match them!).

The conditions of the award are that a nominee must also nominate 11 other blogs, of under 200 followers, and link back to the nominating blog. Clicking on the image above will take you Legatus' main blog, and if you have never been, you're missing out. I rarely fail to read a new post of his on the day of his posting.

My own nominations were difficult, as many already have over 200 followers and thus cannot be nominated, whilst others were nominated before I could do so. Note: I meant to post this up a couple of days ago, but real life and a LOT of yard work in preparation for trash pick up day meant I was far too exhausted or unavailable.

I hereby present my 11 nominees, in no particular order. (If I didn't nominate you, my apologies, I tried to get to those who haven't already been nominated and whom have posted within the last month).

1) A Figure Painting Therapy Project - I only wish I could paint as well as this fellow...or that I could afford to buy the armies he occasionally sells.

2) BigRedBatCave - I don't know how he is able to paint so many figures in so little time.

3) Trailape's Wargame - Longstreet campaign! But wait, there's more! His wargaming tastes appear to be similar to my own and thus enjoy reading his blog.

4) Scotty's Wargaming - Another fine blog, with lots of Napoleonic units and action. And I want his terrain.

5) BlackHawkHet - With an interesting Vietnam campaign, played solo, as his latest series of posts, I am more inspired to do solo gaming.

8) Sean's Wargame Corner - Yet another blogger who has similar gaming tastes to my own. His RRtK armies and games are awesome.

9) Another Slight Diversion - Imagi-nation. Yes, more please!

Gah! Can you believe it, several blogs I nominated were already nominated, weeks ago. Sigh... Forgive me, but I am left with 9 after deleting over 5 and searching for more that qualify. Needless to say, I really like all the blogs I follow.

My answers to this particular award's list of questions are:

Why did you start blogging?

I have been a wargamer for 35 years and have always enjoyed what others do in the hobby, as well as share my own passion for it. Starting a blog made sense, but it has had to be it fits and starts, mainly due to computer hardware issues. One thing I noticed is that I pay far too much attention to not having comments left on my posts, so I don't know if people like what I write or if they just visit quick and leave just as quickly. I should care less and just keep posting what I want to post...letting things fall as they may.

 If you could change one thing about the wargaming hobby, what would it be?

Make all the gaming conventions relocate to within 2 hours of my home. There's so much fun that I get to read about others' experiences, but as I am stuck on the West Coast, there's little offered that I would enjoy attending. Living in Northern Virginia and Maryland, for a few years, spoiled me.

 What is best in life?

Playing games with my five sons. We just played a game today, in fact, although we had to finish it early due to a family gathering. We don't often get to play, but on those days that we do, it is great.

Fame or fortune?

Neither, to be honest. I am a poor man, of very little renown, but what seek is quiet and to be left alone by seekers of quick riches and the narcissists who expect me to worship them for who they happen to be. If I didn't have to live paycheck to paycheck, then I would be okay with that.

What miniatures are you most proud of having painted?

The early metal Games Workshop terminators painted up as Deathwing. I was paid $10 each to paint a squad of five, and that really lit the painting bug for me.

How do you deal with burn out?

By not burning out. Wargaming and painting miniatures are a stress relief for me and if I tire of painting something, I then go to reading rules or writing rules. I use my imagination, a lot.


Why is a raven like a writing desk? 

What does it matter? I have little patience for nonsensical questions, tbh.

Star Wars or Star Trek?

A very good and difficult question for me to answer. When Star Wars came out in the theatres, I saw it nine times, each time being a great adventure. I remember the Star Trek television show (in reruns), but when Star Trek The Motion Picture came out, I saw it and was severely and sadly disappointed.

Of the two, Star Wars has a slight edge in that I would love to be a Jedi Knight. I mean, using the Force to help make things better, as a teacher, guide, counselor. Star Trek is very...um...idealized. I do admire Gene Roddenberry for coming up with the universe of Star Trek, but I find many ideas and ideals within his world that are contrary to my own world view and thus strike a nerve. On the other hand, being a Vulcan is a very narrow second to being a Jedi, so...

If you could only buy from one miniature company from now on, which one would it be? 

Pendraken. If I had to choose only one, Pendraken covers everything I play or want to play, apart from air combat, at a price per model that I can afford. I would love to have large armies in 28mm, but I just cannot afford them.

What is your favourite takeaway?

I am not a huge fan of take out (what we yanks call it) as I prefer to sit in the restaurant and enjoy the experience of eating there. However, one place I go has ZERO space to eat inside and so, I choose their 8" cheese steak sarnie, with extra cheese.





Wednesday, May 21, 2014

An Interview with Warlord Games- John Stallard and Rick Priestley

Over a decade ago, I worked for Games Workshop in both their US trade and retail divisions. Love them or hate them, you may be surprised at just how much I loved working for the company at the time. The feeling of nostalgia comes over me, from time to time, as I remember back to where everyday felt like Christmas, but a very stressful one. A large part of my positive memories stems from the gentlemen I worked for and with. While it was not always a sheer pleasure, there was a certain feeling of brotherhood and family and I do miss that as a teacher, today. One of the best bosses I have ever had the privilege to work for was (and remains) John Stallard, now owner of Warlord Games. So, it is with great honor and not a little warmth, I present to you my interview with John Stallard.



JP: John, thank you again for participating in the celebrating this blogging milestone. Hopefully, we will be able to do this again in a few years, when I am hitting a million pageviews and a few thousand followers!

It has been ten years since we last spoke, what has changed for you in that time?

JS: Hi there!! Thanks ever so much  for writing to me..Yes happy  days on the whole in the US business! it was a band of brothers for a time wasn't it just! Hard work , but great fun, just as it is in warlord Games at present....

Since leaving GW I have largely been setting up Warlord Games really...which has been a real learning experience for me..I am back in Nottingham now, also called the Lead belt , on account of the numerous Wargames companies to be found there, courtesy of GW of course.I live near Nottingham castle (Its not a real one anymore  no matter what the Robin Hood films show you 'cos the evil Oliver Cromwell  knocked it down in the English civil war.). I have  made my double garage into a  tidy wargames room where we can playtest our games and or drink beer and roll some dice, trash talking being half the fun of wargaming in my experience..


JP: I remember assembling some 15mm Russian tanks for you, when playtesting another WWII game. However, you're now manufacturing those same tanks, but in a larger scale; why 28mm? Is there a long term plan to produce miniatures at a smaller scale or are you solely focused to producing excellent miniatures in that scale alone?

JS: Yes I remember those 15mm tanks what ever happened to them I wonder? Hmm , I think we will stick to 28mm, its seems to me to be  somehow just the right size, a model soldier that fits nicely in the palm of your hand, about an inch tall.It just feels right..GW have done alright with it for 35 years!


JP: Warlord has made a number of acquisitions or partnerships in the recent past. Are there other areas where you are looking to make similar agreements or have you settled in a bit and are simply working to produce and improve on what you've got now?

JS: Hmmmm...companies can grow by organic  means (ie  just by selling more of what they  have) or by acquisition, buying other suitable complimentary ranges. We have bought a number of smaller companies and partnered up with others to grow our ranges and business. We will acquire more going forward if  the deal is right for both parties. There are some fabulous ranges out there  which really need some love and attention, and proper presentation. Bolt action was our biggest purchase I would suggest and we have done very well with it the last five years, it was a great little company

JP: Is there a range or period of miniatures that you would like to do, but are not yet ready to do so? I mean, between the Very British Civil War and Victorian Science Fiction genres, you're close with a number of current products, are you liable to take the leap into alternative history, beyond Judge Dredd that is?

JS: New periods/whacky stuff? Hmmm  cannot give much away today, but yes indeed,  stay tuned for one or more "odd" period out that should appeal to a broader range of people. That's the fun part of running a wargames company, taking new directions.

JP: What are you thoughts as to the reception for Bolt Action? With the large number of releases to go with it, you've got to be feeling a bit chuffed, right? Are there some near future releases that you are looking forward to, either rules or miniatures-wise?

JS: Bolt action is a belter!  We love it and it is the jewel in the crown at present. This is largely down to two things, a fabulously characterful range of models and a terrific and novel games system. Well done Alessio and Rick, two great games writers and well done Paul sawyer who runs our studio. Pairing up with Osprey  did us no harm either, they have done a great job of distributing  the games world wide.
There is loads to go at with BA...We have 5 campaign books to  come out in the next 12 months which are packed full of cool scenarios and new rules/lists/weapons...fab stuff!

As importantly we have the armoured combat book out in September, which will transform the game too.Its all jolly exciting!

JP: The English Civil War. We've talked about playing a game of this together, but our schedules prevented our doing so, unfortunately. Do you have plans to expand this line much more, and also the related Thirty Years War range? I cannot imagine there is a dire need for another plastic set, but perhaps you've some metal models that you're wanting to see released at some point.

JS: Ah the ECW...my great love. The good news there is  we have just signed off a fabby dabby new ECW supplement for black powder. It reads really well and has been written by a really passionate fan(shame he is a Crophead by persuasion).there are 19 (sic) army lists in it and some cool new rules...

Hard on its heels will be a Thirty years war supplement, again  nearly finished ...The Thirty years war is incredibly complex, so a book that guides you through it is most welcome..I studied it at school and merely remember that everyone seems to be called Maximilian!

Will do some  new metal models and possibly some  new plastics too...Huge units of Cuirassiers were the order for the day in those times...

JP: Okay, I think I already know the answer to this, but what is your favorite period to game and collect armies for, and why? Are you painting your own troops, or are you having to rely on others to take care of that for you? Time is precious, and I am certain Warlord demands much of yours.

JS: Hmm, favourite period to game...Probably Anglo Zulu war..I am deeply obsessed with the A/Z war. Its the only period that I  think I could call myself an expert in, having read deeply.I have visited all the main battlefields too, what  great fun that is as its a cross between battlefield tours and safari!!The Lodges/hotels in Natal are awesome too...

Next favourite would be ww2.

I am also worryingly obsessed with PT boats and S boats of WW2....so am messing with some rules for model boats.
I do paint a lot of soldiers, partly to  relax and partly to  see how painting warlord models feels for the end user.You really learn a lot doing it for real don't you...(what a pain it can be when things don't fit correctly).

So saying, I do buy  whole collections,,I bought the fabulous Dave Andrews' Crimean army  last month and its beautiful, as is his WW1 armies which I have acquired.. You can NEXER have enough model soldiers, and if you paint them all, you die.. Its a FACT!

JP: Your start in the wargaming industry is an interesting story, how do you see it now, looking back? Is there anything you'd change or have decided differently, professionally speaking?

JS: Hmm , its funny calling it the wargames industry..Its such a small world really..But yes its an industrial process that needs careful management to get best results.I stumbled into it really...I screwed up at College really and grabbed a low grade job at Citadel miniatures as was.I worked in mail order  for a few years, and a jolly good grounding that is as its all about accuracy and customer  service. My first boss was  none other than Rick Priestley, wonder what ever happened to him......Bryan Ansell was the general manager of Citadel which later bought out Games Workshop. Bryan was simply a model soldier genius, and I certainly learned  about customer service from Bryan and his wife Diane.I then went on to work in trade telesales and then on the road as a rep, glory days indeed......

Then  GW floated and I made the dizzying heights of sales director and we opened an awful lots of shops , worldwide. I then had four  fascinating years in the USA  then back to the UK  to help run the GW training academy. After  about 26 years I was asked to move on, and that is how I was free to set up Warlord Games with my ex GW colleague Paul sawyer(fatbloke from white Dwarf). I had a great time at GW and still know a great many of the fine fellows there. So all in all, its all I have done in my life, but no, I would not have changed pretty much anything. So far!

JP: I have a pure selfish self-interest in asking this next question: What are the chances of Warlord releasing a model of a British Engineer officer in forage cap and undress frock fit for the Abyssinian Expedition? Would it be too much to include him having a waxed mustache and a well groomed imperial beard? Does "pretty please", help my cause?

JS:  No, no and no...

[Denied!...sob :'( ]

JP: While my last question was semi-serious (I DO need a commander figure as described), are you planning on doing more miniature lines for the colonial period, along with rules to go with them? Black Powder official ends at 1900, with Bolt Action picking up in 1939.  I mean, you've British, and their major opponents, for the Sudan and South Africa, but are German, Belgian, Boer, and French troops in the future, ones also useful for early 20th century colonial warfare?

JS: ah, another great question sir....lets just say that mr stallard is also interested in what was called the "Last Gentleman's War.

JP: Is there anything that you are particularly keen on, at the moment, that you would like to talk about, but which I have not asked a related question?

JS: Terribly excited by the Antares game that Rick is writing.. the story line is cool, but the models are  just lovey,,slightly old fashioned, a bit like me really...Most of the models feel like 28mm "Traveller "models if you remember that... and less like , well, other people's models...The new plastic tanks that we have out now are also fascinating... we will have a plastic Panther, a mk4 , bren carriers and a puma all out within 3 months, what is NOT to like there!!


Thank you, John, for the interview.

_____________________________________________________________________________________________________________________________

I've met Rick Priestley twice, both times at GW functions, it was a great pleasure to get to chat with him. I am now honored to have him answer a few questions for my blog.


JP: Hello Rick, thank you for jumping in on this interview with John. We were dinner companions, once, at a Games Workshop function where you were discussing the upcoming release of Warmaster. I was the rabidly interested party at that table. :)

RP: Must have been a good while ago Justin – hope everything is good with you!

JP: Speaking of Warmaster. The basic mechanics of that game have been utilized, in various ways, in a number of other game systems in the twelve or so years since release. What are your thoughts about how useful your design has proven to be across genres, scales, and interests?

RP: At the time the idea of freeing the turn sequence from a literal time scale seemed quite revolutionary – as you say that notion has been taken up by any number of games since. That was the key feature to the design really. It’s interesting to see the basic mechanic developed or picked-up upon and expanded by other rule writers – I suppose it’s nice to see things move on too.

JP: Beyond the Gates of Antares. This is a bit of a change, for you, I think in terms of game development. Can you take us through a brief timeline of how things occurred and changed, thus far in the process?

RP: Blimey I’m not sure – let me think! Well the game uses the basic Bolt Action Order Dice mechanic but introduces a D10 based skirmish wargame system – so it’s like BA but not BA – if you see what I mean. The actual game, background and general feel of the game are rooted in the sort of SF I’ve always enjoyed reading and watching – but it’s basically a small action game with a strong narrative element. So far we’ve been playing games and I’ve been working on the core mechanic to get the framework right – then we’ll start to add more and we’ll build it up that way. It’s taken a long time to get the ball rolling with miniature design though, and that slows you up – mostly because no-one wants to play test a game system in abstract – it’s the models that draws you in! The big developmental difference from BA is the introduction of formalised reactions that allow units to react to enemy actions – which allows for simultaneous firefights, dashes to cover underfire, and stuff like that.


JP: You've been involved in developing wargames for a long time. What do you view as being your "legacy" to the wargame hobby (not Hobby™)

RP: Probably an awful lot of folks who perhaps wouldn’t otherwise have discovered wargaming!

JP: I've asked others this, but what are you currently playing, if anything, that you have not designed? What is your favorite period and army to collect?

RP: I haven’t played a game I haven’t designed in years – I mean aside from Go and the odd card game that comes along – my wife’s just bought a copy of Gamewright Forbidden Island that she’s determined to get me to play! Favourite period – oh like everyone else I like variety – I’m enjoying SF again at the moment because of Antares (and because I always used to enjoy SF pre-GW – and during my time at GW it was very much a job!). But long term my first and inevitable ‘go back to’ army is first century AD Romans.
JP: Life is full of change and learning experiences, what have you learned since you began writing wargame rules?

RP: Well I’ve been writing rules for more than forty years so I’m not sure what to pick there! I guess in terms of what I’ve learned about writing wargames rules it’s that it’s all about making compromises really – compromises between clarity, brevity and accessibility – and the style of game you write is really an expression of how you make those compromises. Try to make things 100% clear and you end up with text that’s long-winded and impenetrable, try to keep things 100% tight and you end up with text that’s incomplete and confusing, try to make things 100% accessible and the result can be that text fails to explain things thoroughly and becomes patronising. So it’s about trying to find a balance. Oh – also – I’ve learned that every time you give a diagram to a graphic artist he will get it wrong. Every time.

JP: If you had to pick, what is your favorite game? Why?

RP: What of mine? The next one… always the next oneJ Of any kind – any body – I do like Kill Doctor Lucky – that’s genius that is.

JP: This last question is what I also asked John. Is there something you have a great interest in, but no one thinks, or dares, to ask about it?

RP: Errr… dunno really… I mean I’m not sure there’s anything really. Years ago I used to be into old cars a bit – though I’m a useless mechanic – but with modern roads, endless speed cameras and so on it’s kinda taken the joy out of that. I haven’t owned an old car for a good few years now. I still occasionally log on to a classic car collectors web site and leave it on the computer screen just to frighten the wife. The Classic Hearse page is the best for that. Classic Plant and Machinery magazine is good too – just leave the ‘for sale’ page open with a 1970’s dumper truck ringed in red. So no. Nothing really. Nothing out of the ordinary. I mean nothing like astrophysics, or taxidermy, or hang-gliding or anything interesting like that.

Thank you, Rick. I do appreciate your time, and your responses.

John, Rick, again, many thanks to you both. I wish you great success in your endeavors

Monday, May 19, 2014

50,000 Visitors!! And a PRIZE DRAW!

Oh yeah baby, 50,000 hits and counting! The silly (and broken) counter at the bottom of the page is a bit off...like so much else in the world...but I have officially tallied 50,000 hits as of today! Hoody-hoo!

So, I am having a prize draw, like I have seen so many other more popular, and more successful, blogs do. Hey, I am small and I know it, but I am cool with being a small corner of the hobby.

However, due to the generosity of Richard of Too Fat Lardies, we have a really cool prize. Richard has kindly offered one copy of a pdf version of any TFL rules or rule supplements which is currently released and available through their webstore located at the link above.

There are of course a few caveats. In order to qualify for the prize draw one must complete the following:

1) Be a follower of this blog. So, get cracking and click the proper link up there on the left, yeah that one...just click it...go ahead.

2) Leave a comment on this blog, containing a proper greeting (because we like greetings) AND also the name of the very first product published by Too Fat Lardies. This last part might seem daunting, but you can research it at various sites, including the TFL forum. HINT: It is an earlier version of one of the items shown below.

3) Name the rules or rule supplement (in pdf or tablet form only) that you would like to receive as your prize, should you win.

Contest ends at 11:59pm PST on Monday 26 May 2014. Winner will be randomly determined. Only one entry per participant and to avoid any accusations of favoritism, no members of the Little Generals Club of Fresno, California, may win the prize.


So, you've gone through the list? Now, find out which was the first published product by Too Fat Lardies and comment below. Which of the TFL products do YOU want should you be the lucky winner? Are you already a Lardy and play their games, which ones?

Good luck to all those who enter.

DON'T FORGET TO MENTION THE FIRST PUBLICATION BY TOO FAT LARDIES in your comment.....like several of you have failed to do. Update your comments, please, so you don't lose out due to the letter of the law.

Friday, May 16, 2014

An Interview with Too Fat Lardies - With a hint




TooFatLardies. Aloud, this name can be a source of confusion, especially for us Americans (aside from those of us who have worked closely with those from the UK). However, for those who are into easy to understand and fairly quick playing games, and rules which don't care what company's figures are used, then TFL is a name and identity that you are familiar with. In today's post, I share a recent interview with Richard Clarke of Too Fat Lardies. While I have not had the pleasure of meeting Richard in person, virtually everyone, everywhere, has only the best of things to say or write about him.

So, it is with great pleasure, and no small amount of personal excitement, I present the interview.



Thank you, Richard, for agreeing to the interview. While my readers and blog followers are from all over the world, not every one has had a chance to play a TFL game, and I find that sad. Hopefully, some (maybe a lot of) folks will wander over to your site www.toofatlardies.co.uk and give it a good perusal, after they finish reading this interview, of course.

JP: Okay, to get it out of the way, for Americans, please explain why "TooFatLardies" is the name you chose for the company. A couple of my local club members just-don't-get-it.

RC:  Well, to describe someone as a “lardy” in the UK is to rather impolitely suggest that they are rather more rotund than they should be. Nick and I are both in that bracket (both then and, sadly, now), so we both qualify as “too fat” and “lardies”.  There was a TV cookery show on at the time called Two Fat Ladies so the name was play on that.  At the time writing rules was a hobby rather than a business so we weren’t really bothered about doing all that marketing stuff about projecting super-slick images to our clients, we just went with a name that described us - it’s one of those names that does what it says on the tin.
 
Over the years the name has been both a curse and a benefit.  At the outset some people simply refused to play our rules as we had a “silly” name.  However, over the years the whole Lard thing has become a very recognisable philosophy which many people relate to,  an ethos of combining fun gaming with historically plausible results, and that’s something Nick and I are very pleased to be associated with.

Of course it does make losing weight problematic!


JP: How did you get involved in wargaming in the first place? How did your gaming then transition into creating a company and publishing rules?

RC:  I started wargaming at school when I found one of Don Featherstone’s books in the school library.  I was 11 years old at the time, so went straight from rolling marbles at my toy soldiers to rolling dice at them.  Toy soldiers have been a part of my life for as long as I can remember.  The earliest toys I recall playing with were soldiers, and I’ve never stopped.

The transition to becoming a rules author and publisher was a longer transition and not really intentional.  I began writing for wargames magazines in the early 1990’s I think, maybe the end of the 1980’s.  In those days Wargames Illustrated was a great magazine, really at the cutting edge of the hobby, and then editor Duncan Macfarlane was happy to publish my scribblings.  In the early 2000’s I wrote a series of articles and mentioned a set of home-grown  rules that Nick and I had developed and included my email address.  A few chaps contacted me, I sent them the rules and they began to tell me I should publish.  I said I couldn’t be bothered, but in the end they nagged me so much I went ahead and took the leap.

That was in about 2002 and we basically ran it as a not-for-profit hobby. By 2007 we had got so busy that I was faced with the prospect of having to give it all up as it was interfering with my “real” job.  However, I had a long discussion with my wife and she told me to follow the dream, and I took on TooFatLardies full time.  Since then the business has just grown and grown beyond all our expectations.  We’ve just been nominated for an Origins Award for Chain of Command, so we certainly feel like we are in the mainstream of the hobby now and have broken away from the “cottage industry” image we had in the early days.


JP: Which period(s) appeals to you the most, why?

RC:  Blimey.  That’s a tough one.  None and all.  My real interest is in military tactics and how they have evolved over time.  In that respect the period from the introduction of the Minie rifle in the late 1840s through to the real birth of modern infantry tactics in 1918 must be near the top of the list.  The incredible divergence of technology which came along from that point onwards - breach loading rifles and artillery, magazine rifles, machine guns, the development of indirect-fire artillery tactics – all of these left the armies of the world struggling to develop tactics which maximised the effectiveness of their weaponry but minimised their own casualties.  The development of new tactics was an arms race in its own right, and this is something which I think is important to understand if we are going to produce rules which really reflect the conflicts we are gaming.

Having said that, in the past couple of years I have spent a lot of time in the Age of Arthur developing our Dux Britanniarum rules, and that has been a huge amount of fun.  It has introduced me to having to look at research outside of the normal range of book-based sources that one uses normally.  Developing an understanding of the period through studying archaeological sources, legends and even the hagiography of Saints has been really interesting.

I suppose that really means that I love whatever period I am working ion at that moment in time.  The process of research is so intense and all-consuming that you must love the period in order to go through that rigorous procedure.  Our reputation for historical plausibility is based on that research, if we were to try to short-cut that process it would be spotted immediately.


JP: Just how big is the "lead mountain" at home, and do you paint your own armies or do you rely on others to paint them up to an expert standard?

RC: Not as large as it used to be!  We had a brand new office built about 18 months ago and part of that process involved throwing out my lead mountain.  I had stuff from twenty-five years ago that I hadn’t painted and, frankly, never was going to paint.  I sorted everything out into three piles, Keep, Maybe Keep and Throw.  Then, half an hour before the rubbish collection, I chucked everything away apart from the Keep pile. Before I could change my mind the rubbish collectors had whisked it all away.  It was very liberating.  I now have just what I want for the near future.

I have traditionally done all my own painting as I am not a bad painter, but I am at the point now where my eye-sight is starting to go.  I need to make some decisions on this pretty much immediately.  I can always turn to my chum Matt at Glenbrook Games to paint stuff for me as I like his style of painting.  It’s good to know there is an alternative.  That said, I will miss painting as I find it quite relaxing.
 

JP: Your games have long relied upon a card activation mechanism, but with Chain of Command, you've gone to a new(er) version of a dice-based unit activation. Was this long planned or did it come as a surprise during development? Will we see this again in near future releases?

RC:  Well, you say a card activation mechanism, but actually we have a number of different card activation systems in our rules.  We have never said we only do card activated games; we have always looked at the best way to reflect and represent warfare, and this means that different engines do different things for different conflicts.  Chain of Command is a fun WWII set of rules with a command and control system all about presenting the gamer with a number of choices in each phase of play.  The idea is that he can do a number of things in each phase and the challenge is to find the best coordinated sequence in each phase.  The concept is actually an extension of the Fate Deck system in Dux Britanniarum.  You roll your dice and that then becomes your “hand” for this phase.  How you play them, in what order and with which units, is up to you.  It’s a system which allows you a degree of tactical flexibility, but not complete control.  People seem to love it.

Was it long planned?  In a way.  I actually dreamed it up while we had the builders working on the new office and for six months it was stuck on paper and in my head.  As soon as I got back into the new office I painted two platoons in two days and put it on the table.  It worked.  We took it on the road in January last year, running demos around the shows in the UK, and the response was great.  Interestingly, lots of gamers have tried Lard for the first time with Chain of Command and are now trying and enjoying the card based games as well.


JP: Your company is quite prolific, how many people are there behind the scenes? Do you rely on external writers to produce much of what you publish or do you personally do most of the writing/editing?

RC:  We produce most of what we publish, but we do have a number of chaps who write for us, especially on the scenario front.  Nick and I tend to work through the first phases of design concepts.  We then have a great team of gamers on Lard Island who work through the rules with us from the earliest stage of development.  This usually starts with us putting toys on the table and just saying “What happens now?”.  That is a fantastic and really exciting phase with any rules where you absolutely build the basic component parts from scratch.  We then have clubs and gamers all round the world who work on the second stage playtesting.  After that we have a further team of proof-readers who put the whole thing through the mangle.

In the office we have Emma who does the post and we have Monty who works from home in Scotland who keeps an eye on the web for me and generally helps by pointing to questions I need to answer.  We are very keen to provide maximum help via our TooFatLardies Yahoo Group and Forum, and his presence there means I can pick up the most pressing issues.  I’m the company donkey who does all the horrible office jobs like dealing with the tax man, doing the accounts, ordering the stationary.  All of which gets in the way of playing games, but has to be done!


JP: Some time ago, you went with a tablet version of pdf for your releases, I have personally purchased three such versions. Have you found tablet versions to be in increasing demand or about the same overall? How about simply the demand for electronic versions, whether or not it is for tablet or PC? I know that due to
international shipping increases, my preference for a hard copy has been superseded by the plaintive cries of my wallet, so a big THANK YOU for taking care of a need!

RC:  We were really at the front end of providing PDF rule sets and at the time there was a huge outcry on the web about how terrible this was.  At the same time we immediately saw a huge jump in sales, especially in North America and Australasia.  So, as you say, it is clear that postal charges are a big influence on purchases made.    The tablet edition of the rules have been a huge hit.  When we first produced a tablet edition for I Ain’t Been Shot Mum in 2011 less than 10% of electronic purchasers went for that option.  Now it is well over 50%.  In fact when we did the advance order deal for Chain of Command which included a free electronic set with each hard copy purchased over 80% went for the tablet version. It looks like more of us are getting tablets and increasingly they are being used for gaming.


JP: You're active on various fora, not just the Lardy one. Are you feeling a bit pulled in all directions at once, or do you find have more time in the day than the rest of us? If you do, I need in on the secret, because I'm constantly lacking time.

RC:  My big problem is finding enough hours in the day.  That’s why Monty came on board as I just don’t have enough hours to do everything I want to do.  It may sound a bit strange, but wargaming is my business but it’s also my hobby.  When I go to places like Lead Adventure Forum I am generally there as a wargamer rather than on business.  It’s great to just hang out with fellow gamers and discuss what we’re painting or building terrain.
 


JP: Apart from a Lardy published game, what have you played recently? Now, what do you enjoy playing the most?

RC:  I played Black Powder the other day for the second time and had fun with that.  I have dabbled a bit with Command & Colours as that is a fun diversion and easy to set up and play.  Of course the nature of my job means that I tend to be playing a set of our rules and that is usually a game in the development stage.  I’ve been playing a fair amount of Boer War recently, but this in truth I have been skiving off and playing a LOT of Chain of Command.  I am totally in love with the system and have been painting like a lunatic to assemble all sorts of different forces.  I ordered my  first Spanish Civil War forces yesterday as well as some modern stuff for an Afghanistan version we have a project team in Australia working on. 

JP: Okay, I really MUST ask as I have been waiting for a while now. Where is Algy? One cannot purchase Algy 1 from the webstore, even in pdf form, but Algy 2 is no where on the horizon. Bag the Hun seems terrific, but it is for the wrong war. Can you share with us where in the development process that Algy 2 current stands or even a tentative year that you are shooting for release? Honestly, I am having to make do with a card maneuver game by a different company and I am very unhappy about it. (Sorry, but that is my one and only selfish question, honest!)

RC:  Not forgotten, that’s for sure.  Again, this is an issue of not enough hours in the day.  I am a great believer in letting things happen when they happen.  I am sure most wargamers will understand how we go mad for one period for a while and then switch to something else at the drop of a hat.  I’m just the same.  If I try to force myself to produce a set of rules when I am not really fired up and into that it just won’t work. So I let things happen at their own speed and follow wherever my own interest leads me.  Hopefully you get a better product in that way.

Again, my thanks, Richard, for sharing your time with me and my readers. I wish you and TooFatLardies good health, great wealth, and lucky dice!
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A note to my thorough readers. In the VERY near future, as in early next week, we will be offering a prize draw. More info to come at that time. Stay tuned!