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	<title>Triangle Simulation Society</title>
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	<description>Wargaming At It&#039;s Finest...</description>
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		<title>WWPD &#8211; What Would Patton Do?</title>
		<link>http://www.trianglesimsociety.org/?p=495</link>
		<comments>http://www.trianglesimsociety.org/?p=495#comments</comments>
		<pubDate>Wed, 09 Nov 2011 02:39:21 +0000</pubDate>
		<dc:creator>Neal</dc:creator>
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		<description><![CDATA[This is a blog/website/media empire that is primarily devoted to Flames of War, but also do other games, etc. They have been VERY helpful in advertising our conventions especially Southern Front.  Go visit them today!]]></description>
			<content:encoded><![CDATA[<p>This is a blog/website/media empire that is primarily devoted to Flames of War, but also do other games, etc.</p>
<p>They have been VERY helpful in advertising our conventions especially Southern Front.  Go visit them today!</p>
<p><a title="WWPD" href="http://www.wwpd.net" target="_blank"><img class="alignleft size-full wp-image-497" title="iWWPD" src="http://www.trianglesimsociety.org/wp-content/uploads/2011/11/iWWPD1.png" alt="" width="960" height="192" /></a></p>
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		<title>Southern Front 2011 &#8211; Early Photos &amp; Videos</title>
		<link>http://www.trianglesimsociety.org/?p=485</link>
		<comments>http://www.trianglesimsociety.org/?p=485#comments</comments>
		<pubDate>Sat, 24 Sep 2011 21:38:35 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[Hello miniatures fans of the triangle and abroad. I was unexpectedly ripped away from the convention today, but while fuddling with irate customers and management on a call-out, managed to upload 40 pics and 3 video shorts of the Southern &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=485">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>Hello miniatures fans of the triangle and abroad. I was unexpectedly ripped away from the convention today, but while fuddling with irate customers and management on a call-out, managed to <a href="https://picasaweb.google.com/murdockpeter/SouthernFront2011?authuser=0&amp;feat=directlink">upload 40 pics and 3 video shorts</a> of the Southern Front 2011 convention. Enjoy. I&#8217;m sure other folks will post more soon as well. My camera is hit or miss with focusing properly unless certain variations in color exist in the shot. I took way more then 40, but these were the only decent ones unfortunately. Hopefully others will follow suit and post more.</p>
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		<title>AAR  AWI Game at Chris&#8217;   5/07 and 5/11</title>
		<link>http://www.trianglesimsociety.org/?p=420</link>
		<comments>http://www.trianglesimsociety.org/?p=420#comments</comments>
		<pubDate>Sun, 15 May 2011 12:10:36 +0000</pubDate>
		<dc:creator>ed</dc:creator>
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		<description><![CDATA[A ton of folks gathered (although not all at once) at the Hughes Gaming Emporium (AKA Chris&#8217; basement) for an AWI game using _The Redcoats are Coming !_ Present for the initial session on Saturday were Bob E., Lyle, Dave &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=420">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>A ton of folks gathered (although not all at once) at<br />
the Hughes Gaming Emporium (AKA Chris&#8217; basement) for an<br />
AWI game using _The Redcoats are Coming !_</p>
<p>Present for the initial session on Saturday were Bob E.,<br />
Lyle, Dave and Matt McRae, Mike T., Steve, Ron S. Dave<br />
B., Dave M. and Ed. On Wednesday, the players included<br />
many of the foregoing plus Grant, Ron and Dane O. and<br />
Bruce.</p>
<p>TRAC is heavily into command points, each major formation<br />
(usually brigades)commander having a number of &#8216;activation&#8217;<br />
pips to allocate to his subordinates. Commanders without<br />
allocations may try to self-activate. Command ratings range<br />
from A down to D. &#8216;A&#8217;s self-activate on 1-5 (D6), with a<br />
drop-off of one per as you go down the list (i.e., a D<br />
self-activates on a 1-2). The rating also determines the<br />
radius at which the commander is effective, A&#8217;s having a<br />
48&#8243; radius, B&#8217;s 42&#8243;, C&#8217;s 32&#8243; and D&#8217;s 20&#8243;. Similarly,<br />
A&#8217;s have 4 activation points, B&#8217;s 3 and C/D have 2 each.</p>
<p>Movement in the game is typical of AWI, Militia don&#8217;t move<br />
as well (or maneauver or fire as well) as Regulars. Basic<br />
line move for Regulars is 10&#8243;, column 16&#8243; (for Militia it is<br />
8&#8243; and 10&#8243;). Artillery classifies as Heavy, Medium, Light,<br />
Galloper and Grassopper, which equate fairly well to 12,<br />
8, 6 and 4-pounder guns. Ranges run from a max of 48&#8243; (12&#8242;s)<br />
to a max of 27&#8243; (4&#8242;s) although these are extreme ranges.</p>
<p>Muskets fire at two ranges, 0-5&#8243; and &gt;5&#8243; to 8&#8243;. The closer<br />
range yields 2D6/firing base, the longer range 1D6/base.<br />
There are modifiers for Militia firing, firer movement, cover<br />
both heavy and light, firer in disorder, target flanked,<br />
firing at skirmishers/gun crews and first fire. &#8216;To hit&#8217;<br />
is always a 6 on D6, both infantry and artillery, although<br />
round-shot &#8216;bounce through&#8217; scores on a 5 (unit behind the<br />
target within 5&#8243;) or a 4 (additional unit behind the<br />
second one).</p>
<p>Morale ratings range from &#8216;unknown&#8217; (Militia, which check<br />
the first time and will range from 1-6) to 9. The rating<br />
can increase/decrease based upon the tactical situation,<br />
results of fire, friendly routers, casualties, etc.</p>
<p>In the game set-up by Chris, the American CinC was Washington,<br />
an A thus with 4 AP&#8217;s. Gen. Howe led the British, a B with<br />
3 AP&#8217;s. The British brigade commanders ranged from Gen.<br />
Agnew (an A) to Gen. Grey (a C), with 2 B&#8217;s. Col Simcoe<br />
led the Loyalists and I had no opportunity to get his<br />
rating, although I believe it to have been a C. The British<br />
had 3 cavalry and 1 light infantry unit and 4 guns (6#;<br />
4#; 2&#215;3#), if memory serves me well. Most of the British units<br />
were morale grade 8, although there were 2 or 3 9&#8242;s and<br />
I think a 10, perhaps a 7 or a 6 among the loyalists.</p>
<p>American brigade commanders were generally as useful as their<br />
British counterparts. Gen Wayne was an A, the other 3 American<br />
Brigade commanders were B&#8217;s. The two Militia brigades were<br />
C&#8217;s. The morale ratings of the units ranged from predominantly<br />
6-7 up to 9, with an 8 or two in the mix. The Militia was<br />
&#8216;unknown&#8217; to start, and when diced to reveal their morale grade,<br />
the left-most brigade scored poorly (2-3-4), while the other<br />
flank militia scored reasonably well (4-6-6). The Americans<br />
had NO light infantry, and NO cavalry, but did have 3&#215;6#<br />
guns and a 3# gun attached to one of the Militia brigades.</p>
<p>The Americans deployed first, placing the two Militia brigades<br />
upon the flanks to prevent them causing regular units to have<br />
to check morale from routing Militia. Scott&#8217;s brigade was<br />
placed next in line (from the left flank), Hogan next to Scott,<br />
and Glover next, his right being &#8216;secured&#8217; by McIntosh&#8217;s<br />
Militia. Wayne was deployed in the American center-rear<br />
as a reserve.</p>
<p>The British deployed Webster on their extreme left, then Grey<br />
(I think), then Simcoe (Loyalists), then Stirn (Hessians)and<br />
finally Agnew.</p>
<p>There is an initiative roll for each turn. Washington was +1<br />
to the ini die, with the result that the Americans won all but<br />
two of the ini rolls.</p>
<p>The game began with Agnew, Stirn and Simcoe advancing strongly<br />
upon the American lines. Matt McRae, in command of Simcoe&#8217;s<br />
units, seemed to be unable to fail a die roll, since he made<br />
repeated attacks upon the Americans in his front and succeeded<br />
in pushing them back handily. To his right, the Hessians advanced<br />
in support, while the cavalry menaced American artillery deployed<br />
in the road. On the British extreme right flank, Agnew steam-<br />
rollered the American Militia, putting it to flight and out of<br />
the game. The Militia did manage to inflict A casualty on<br />
Agnew.</p>
<p>On the other flank, Webster and a portion of Grey advanced<br />
cautiously under a bombardment by the guns deployed in the center<br />
opposite Hogan. Glover&#8217;s brigade was deployed to meet them<br />
and a fire-fight developed in that portion of the battlefield,<br />
with the lines swaying to and fro as the fire took effect on<br />
different regiments. McIntosh&#8217;s Militia, supported by Glover,<br />
withstood fire and charge by British regulars, delivering a<br />
volley on a Scots regiment which assisted the 1st Rhode Island<br />
regiment in charging and routing the Scots ! The Militia then<br />
in its turn withstood a British charge, retiring in good order<br />
after taking casualties.</p>
<p>The center became a stale-mate, with the Loyalists finally<br />
succumbing to casualties (and Matt had to leave !) and the<br />
Hessians losing in melee and retiring. On the British right,<br />
Wayne and Scott collaborated in routing and retiring the<br />
British regulars, suffering very little in return. Glover was<br />
holding firm on the British left, inflicting more casualties<br />
than he was taking. Hogan was standng firm in the American<br />
center, despite being pummeled by the British artillery.</p>
<p>At that point, the game was called and, although it wasn&#8217;t<br />
specifically stated, was an American victory.</p>
<p>One thing unmentioned was the super supper break on Saturday !<br />
There&#8217;s a new Irish pub on Spring Forest road &#8211; the Balymore.<br />
The food was great, the prices reasonable, and the Guiness<br />
(I&#8217;m told) quite acceptable !</p>
<p>Thanks to Chris for setting-up a beautiful table, an<br />
engaging scenario and a heckuva good pub at which to eat !</p>
<p>Ed</p>
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		<title>AAR Egyptian Game at Hume&#8217;s  in April</title>
		<link>http://www.trianglesimsociety.org/?p=418</link>
		<comments>http://www.trianglesimsociety.org/?p=418#comments</comments>
		<pubDate>Wed, 11 May 2011 15:22:55 +0000</pubDate>
		<dc:creator>ed</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[Moussa Hafez nervously ran his hands over the rough twill of his uniform trousers, not daring, without orders, to drink from his canteen. He eyed the kilted enemy across the small valley which separated his ridge-top position from that held &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=418">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>                 Moussa  Hafez nervously ran his hands over the rough twill of his uniform trousers, not daring, without orders, to drink from his canteen.   He eyed the kilted enemy across the small valley which separated  his ridge-top position from that held by the enemy – and the enemy’s artillery, situated not five hundred yards away.  He knew the reputation of those djinn, the fierceness of their attack, the hoarse ululations with which they stormed into battle.  He heard the order to fix bayonets and reacted as he’d been trained for years, right hand snapping across and down to the scabbard while his left advanced the rifle’s muzzle to accept the bayonet.    Sweat began as he saw the foe begin to run over the ground, faster and faster they approached Moussa and his fellows.  Would he die today ?  ‘Inshallah !’ he shouted, then with 500 other  throats roared out ‘Bilady !’<br />
       ‘My country’ indeed was in the hearts and minds of the pewter Gyppos deployed in opposition to the British on Peter Hume’s game table three weeks ago.   Grant, Bob W., Randy, Bruce, Mike, Marty and Ed met across the wooden battlefield to determine the fate of Egypt.  Would it gain independence, or would the British gain the control  lost in the Revolt of the Colonels against the Sublime Porte ?<br />
     A mixed bag of Egyptians, reinforced by a pair of guns, deployed on a ridge to the south and east of Cairo, hard by a small village.  The initial Egyptian position was atop a ridge,  into which trenches  had been dug.  The Egyptian high command deployed their second-line infantry in the trenches, which extended almost to the village, anchoring the center of the line with a gun.    The ‘good’ infantry was held in reserve behind the ridge, ready to move to and reinforce any point of attack.  Messages had been dispatched to the desert tribes, and it was hoped reinforcements would arrive from that quarter. The village was fortified with odds and sods of baggage and vegetation, the buildings being occupied by a  ‘good’ infantry unit, backed-up by a ‘second-line’ unit.<br />
    The Egyptian OB was made up of six infantry units, two  cavalry units, the two guns mentioned and a ‘hoped-for’ reinforcement of Desert rabble.  The Egyptian CO would have to dice, each turn, to see if the rabble indeed made it to the battle field.  During the course of the game, four of them did, one having a decided impact upon the game.  The quality of the Egyptians was mixed, the ‘good’ infantry being a notch below the British in morale, the ‘second-line’ being two notches and the Desert nomads being of questionable value.  The gun crews were killed-off quickly enough that their morale grade didn’t really matter,  and the morale grade of the cavalry was good enough for them to carry-out their primary mission, which was to divert British rifle-fire from the Egyptian infantry.<br />
   The British OB consisted of , if memory serves, 17 units, four of which were guns and 1 cavalry unit.  The strength of the units was roughly half that of the Egyptians, the infantry being 10 figures in number for each unit.  The cavalry numbered 8 figures.  The guns were Gatlings (2) and field-guns.  Dice luck of the ‘bad’ sort limited the effectiveness of the British guns and helped the Egyptian cause no end.<br />
    Peter’s normal rules, described in other articles, were in use with a small change.  He allowed units out of contact, defined as beyond small-arms range (24”), to execute a strategic move (12” or 16”) up to being brought into rifle range.  Units which were ‘out of contact’ could not fire on the enemy, even if the enemy could be seen.  As the game developed, it turned out a minor flaw was uncovered by this ruling, since artillery, with its much greater range, could be deemed  ‘in contact’ but would be ham-strung by the ruling.  The Egyptian forces had a small handicap in that their fire had to be directed at the nearest enemy unit.   The card deck used for the game had the normal run of cards, but with the added fillip of ‘free’ move cards (one each) for each side.<br />
     The game developed as the British deployed in  linear fashion,  all along the far edge of the table from the Egyptian position.  Given the nature of the cards turned, it was difficult  for the British command to co-ordinate a group of units to move towards and fire upon the Egyptian positions, except for the artillery, which had the aforementioned ‘bad’ dice.  There were a couple of turns where the British managed to get a unit in position to fire upon the entrenchment, while another advanced.  This lead to the sole assault upon the Egyptian position by the Scots, who closed with the bayonet  upon a Desert rabble unit which had replaced the regular Egyptian second-line unit , shot to pieces by British artillery and rifle fire.  The rabble fought well enough to claim a ‘locked in melee’ result versus the Scots, and the game gods were good to the Egyptians, the very next card being an Egyptian move card, allowing the reserve ‘good’ infantry to charge the Scots unit engaged with the rabble and destroy  it.<br />
     The British had, all game long, tried to close on the Egyptian positions, both along the ridge and over on the Egyptian left flank.  Spoiling attack by the Egyptian cavalry and rifle fire by the ‘good’ Egyptian infantry on that flank secured it from harm.  The British tried, in late game, to advance upon the village, but were denied when the Egyptians advanced, withstood a volley by passing their morale test, and then delivered a devastating volley in return.  At  that point, the British commander opted to withdraw, await reinforcements, and have a gin in the relative comfort of the gunboat which had accompanied his expedition.<br />
      Moussa Hafez survived atop the ridge, one of the very few in that front-line unit.  ‘Bilady’ echoed again and again through the ranks of the surviving Egyptians.<br />
      Their country, indeed.</p>
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		<title>AAR Tank Shock  2011</title>
		<link>http://www.trianglesimsociety.org/?p=408</link>
		<comments>http://www.trianglesimsociety.org/?p=408#comments</comments>
		<pubDate>Mon, 02 May 2011 14:11:53 +0000</pubDate>
		<dc:creator>ed</dc:creator>
				<category><![CDATA[Uncategorized]]></category>

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		<description><![CDATA[It was a great week-end for Tank Shock ! Nice weather, cool, mild and lotsa folks came out. Staff estimated attendance at over 1,500, a bit down from 2010&#8242;s 2,000, but given gas prices, to be expected. Still, there were &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=408">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>    It was a great week-end for Tank Shock !  Nice<br />
    weather, cool, mild and lotsa folks came out.<br />
    Staff estimated attendance at over 1,500, a bit<br />
    down from 2010&#8242;s 2,000, but given gas prices,<br />
    to be expected.</p>
<p>     Still, there were folks there from NY, Pa., NJ,<br />
    Md., Tn, Ala, WV, Fl, Mi, and Ma !  Many of those<br />
    were RC tankers, come to do battle on the RC tank<br />
    terrain.  Our old Canadian friend, Mike, was there<br />
    all the way from Detroit &#8211; don&#8217;t know how he fared,<br />
    but he was in there driving his 1/6th scale armor.</p>
<p>     Dan Lewis, James Smith, Chuck Sutherland and I ran<br />
    games.  There was a dearth of folks at the times<br />
    when demo&#8217;s were being run (more about demo&#8217;s down<br />
    page), but normally a number of folks, especially<br />
    kids, were interested in playing.  James did<br />
    run across one &#8216;critiquer&#8217; (remember the old saying,<br />
    &#8216;those who can do, those who can&#8217;t criticize&#8217;) and<br />
    thought of lots of interesting things to say, but<br />
    held his fire.  The beautiful terrain boards those<br />
    two use got a number of very positive comments.</p>
<p>     Chuck&#8217;s game drew a lot of interest, including<br />
    folks asking him for copies of the rules.  He<br />
    solicited e-dresses from those interested and will<br />
    be forwarding the rules in e-form.  As a simulation<br />
    of reality, Saturday&#8217;s game was a complete success.<br />
    The US player called-in a B-17 carpet bombing.<br />
    The aim point was diced-for, drifted back towards<br />
    and upon the US line and some US infantry paid<br />
    the price&#8230;just like St. Lo.</p>
<p>     I ran games for single players, kids for the most<br />
    part (oldest one I had was 13).  They were all the<br />
    same (except I changed the terrain for Sunday), the<br />
    player was Sgt. Rock, with another 7 GI&#8217;s, on<br />
    patrol.  They had to reconnoiter the area to their<br />
    front (Bocage on Saturday, normal farmland on<br />
    Sunday), discover the type and number of enemy in<br />
    the area of the tabletop, and report the info back.<br />
    If they encountered armor, they were first to gather<br />
    the info and make sure it got back, then they could<br />
    attack the armor if possible (they had a bazooka and<br />
    4 rockets).  All 7 players accomplished the base<br />
    mission, one with ease (with no casualties) one with<br />
    a single wounded GI.  One, however, finished his<br />
    mission with Rock, the bazooka toter (who had no<br />
    rockets left), and one other GI, the rest being<br />
    wounded or dead.  In four of the games, the armor<br />
    was totally destroyed, in the other three the Stug<br />
    was destroyed and the Marder retreated.</p>
<p>      But, as is said, a good time was had by all.<br />
    Bill stopped by twice to personally thank all of<br />
    us for coming and running games.</p>
<p>      The crowd really got a treat with weapons demo&#8217;s<br />
    this year.  There were actually firing:</p>
<p>    Thompson sub-machinegun    US 81MM mortar (!)<br />
    the obligatory flame-thrower   car-crushing tanks<br />
    BAR   German MG42 in TWO versions &#8211; one a belt-fed,<br />
    the other a Hollywoodized version firing propane !</p>
<p>    I asked Bill about this latter and he explained that<br />
   it was getting more and more difficult to find<br />
   suitable ammo for the &#8217;42.  The last lot he obtained<br />
   cost $2.00/round !  It isn&#8217;t a question of<br />
   availability, there&#8217;s lots of the ammo around, it&#8217;s<br />
   a question of the quality of the ammo.  Most of the<br />
   commercial stuff causes malfunctions in the &#8217;42<br />
   and if he re-loaded his own, it&#8217;d be prohibitively<br />
   expensive.</p>
<p>   Museum update:  there&#8217;re a few new items.  One is a<br />
   1960&#8242;s Hungarian APC, which I would NOT want to ride!<br />
   Baling out of this beast would be an adventure for sure !<br />
   &#8216;Our&#8217; M16MGMC soldiers-on as a tow vehicle for<br />
   re-spotting vehicles in the museum.  The museum has<br />
   also obtained a HAWK missle carrier vehicle (not the<br />
   launcher, but the three-missile carrier) which is on<br />
   display but is also undergoing restoration.  The museum<br />
   has an example of the highly unsuccessful DivAD vehicle<br />
   on display.  The carriage for this twin 40mm is<br />
   IMMENSE !</p>
<p>   The Bren Carrier is still for sale, and appears to have<br />
   a updated drive-line (what looks like a new bell-housing<br />
   coupled to the engine).  I also spotted a new head-<br />
   gasket  sitting on the BC&#8217;s frame, apparently awaiting<br />
   installation.<br />
   There is also (for the very brave and extremely well-to<br />
   do)  a 20mm Oerlikon (fully functional) for sale.</p>
<p>   We distributed a half-dozen Southern Front registration<br />
   forms, and found one enthusiast who was anxious to tell<br />
   us about this nice hobby shop in Cary (The Gamer&#8217;s<br />
   Armory).  He said we&#8217;ll see him in September !</p>
<p>    Back home, tired, but a good week-end !</p>
<p>   Thanks to James, Dan and Chuck for showing the flag<br />
   in a very positive and helpful way !</p>
<p>       Ed</p>
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		<title>AAR &#8211; Sudan Game at Peter&#8217;s  01/19/2011</title>
		<link>http://www.trianglesimsociety.org/?p=396</link>
		<comments>http://www.trianglesimsociety.org/?p=396#comments</comments>
		<pubDate>Tue, 26 Apr 2011 13:01:34 +0000</pubDate>
		<dc:creator>ed</dc:creator>
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		<description><![CDATA[    Several of us gathered at Peter&#8217;s on the Nineteenth to do another of his Sudan    scenarios.  Grant, Bob W., Ed, Lyle, Randy  and Joe assembled &#8217;round Peter&#8217;s    gaming table and had at  each other.  The Mahdist forces &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=396">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p> </p>
<p>  Several of us gathered at Peter&#8217;s on the Nineteenth to do another of his Sudan</p>
<p>   scenarios.  Grant, Bob W., Ed, Lyle, Randy  and Joe assembled &#8217;round Peter&#8217;s</p>
<p>   gaming table and had at  each other.  The Mahdist forces were led by Lyle, Ed</p>
<p>  and Randy, while  the Imperial forces were led by Grant, Bob and Joe. </p>
<p>  Joe was incommand of the  gunboat while Grant and Bob led the field columns</p>
<p>  struggling to get back to the  river, board the boat and escape.</p>
<p>      Peter&#8217;s card system was used to determine movement.  In his system, a single</p>
<p>   card determines the number of units of each side to move and the number of units</p>
<p>   of each side to fire.  As an example, a card might indicate &#8217;2 Native move, 1 Imperial</p>
<p>   fire&#8217;, or &#8217;2 Imperial move&#8217; or &#8217;2 Native move, Imperial player chooses which&#8217;.  There</p>
<p>  was also a free move card for each side and a separate move card for Mahdist artillery</p>
<p>  (which could only fire when that card appeared).  Finally, the deck included 2 &#8216;end of</p>
<p>  turn&#8217; cards.</p>
<p>      The entry points for  the Mahdist forces were scattered about the sides of the</p>
<p>  table, and included a couple at the end opposite the river/gunboat.  There were</p>
<p>  no guarantees of Mahdist reinforcements, although the per turn chances were</p>
<p>  quite good.  In the event, the Mahdist arrivals kept the Imperials off balance</p>
<p>  and not really able to co-ordinate the movements of their forces, which started</p>
<p>  the game in a relatively compact formation, but became scattered as the cards</p>
<p>  were turned and need dictated which unit(s) to move/defend/fire/etc.</p>
<p>    Morale in these rules is applied for the Mahdists when a native unit moves (or</p>
<p>  tries to move).  If the unit begins in cover, there&#8217;s a plus 1 modifier to the dice</p>
<p>  tossed (three).  If the unit is &#8216;frenzied&#8217; (a die roll at the turn&#8217;s start), it adds a die.</p>
<p>  If it takes fire from the Imperials, it loses a die.  Thus, a native unit normally</p>
<p>  tossing three dice might toss but two, or could toss four.  In either event, the</p>
<p>  pips are totaled and a table consulted.  Native units scoring 4 or less dissolve,</p>
<p>  5 or 6 are shaken, all other results the unit moves the indicated distance.</p>
<p>  Imperial morale (includes native auxiliaries) is taken when a unit fires.  A die</p>
<p>  is tossed, modifiers are applied, and if a unit passes (almost automatic for</p>
<p>  British, quite good for Sudanese, others less so), it delivers a solid volley at</p>
<p>  its target.  If a unit fails, it fires as &#8216;shaken,&#8217; resulting in only half the figures</p>
<p>  firing effectively.  The reduction in figures also applies to firing into cover</p>
<p>  rather than reducing the &#8216;to hit&#8217; number.  Imperial fire is one die/figure.</p>
<p> Native fire is, generally, 1 die/two figures.  There is a reduction in &#8216;to hit&#8217;</p>
<p> for shooting at open order targets (and artillery/Gatling crews).</p>
<p>    Melee is handled generally with natives tossing nn dice per nn figures,</p>
<p>  while Imperials are one for one.  The Imperials don&#8217;t want to be caught in</p>
<p>  open order, since their survival chances are really hurt in open order !</p>
<p>  If no clear winner results from the first round of combat, the units are &#8216;locked</p>
<p>  in melee&#8217; and it continues next turn.  Either side may choose to reinforce</p>
<p>  (one unit only) or withdraw.  If reinforced, the melee is fought again, using</p>
<p>  only the reinforcers.  If an engaged unit withdraws, it will suffer one casualty</p>
<p>  per nn enemy engaged.</p>
<p>    The game commenced with Mahdist units appearing on turn one on both</p>
<p>  Imperial flanks and in the rear of the Imperial columns marching towards the</p>
<p>  river.  In addition, the Mahdists brought on boats to distract the fire of the</p>
<p> gunboat.  While the boats did no damage, they did soak-up fire which the</p>
<p> Imperials could have used to good effect on the natives in the desert.</p>
<p>     As the game progressed, Imperial units began to leak casualties from the</p>
<p>  Mahdists closing on their flanks and rear, until finally Imperial infantry</p>
<p>  returned to a wadi and forted-up to await relief.  The Imperial cavalry was</p>
<p>  able to make it to the gunboat, and the gunboat made its escape, boarding the</p>
<p>  Imperial units landed to provide a haven for any other Imperials making it that</p>
<p>  far.</p>
<p>     Peter judged the result a Mahdist minor win.</p>
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		<title>Raffle update &#8211; Spring Fever 2011 !</title>
		<link>http://www.trianglesimsociety.org/?p=394</link>
		<comments>http://www.trianglesimsociety.org/?p=394#comments</comments>
		<pubDate>Sun, 13 Mar 2011 09:55:01 +0000</pubDate>
		<dc:creator>ed</dc:creator>
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		<description><![CDATA[For all of those who have donated items to the raffle, many thanks. For those of you who have not donated, but are going to donate please do so before close of business on Friday the 8th. Here are a &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=394">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>For all of those who have donated items to the raffle, many thanks. For those of you who have not donated, but are going to donate please do so before close of business on Friday the 8th.<br />
Here are a few rules for the raffle&#8230;.</p>
<p>	The main raffle will be done at 5pm on the Saturday of the convention.<br />
	The main raffle will be no more then 25 items.<br />
	The remaining items will be a done in half hour increments prior to Main raffle. This will be done in a silent manner, not interrupting the convention. These silent raffles will be known as side raffles.<br />
	The prizes will be grouped by the time in which they will be drawn. The ticket boxes for the items will be placed in the same area as the prizes.<br />
	When the side raffle is done, the winning names or numbers will be listed on a sheet next to the prizes for the winners to pick up.<br />
	A person does not have to be present to win a prize, provided he has placed his contact information on the ticket drawn.<br />
	A person does not have to be present to win a prize, provided he has placed his contact information on the ticket drawn.</p>
<p>  There will be a raffle type drawing to encourage the convention attendees to stay in the hotels.  The prize will be a gift certificate in vendor dollars to only be used at the convention. The prize or prizes will be based on available funds. Basically, one night gets one ticket. The ticket will be issued to whoever rented the room, he can divide the tickets anyway he feels like. </p>
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		<title>AAR &#8211; Mexican American war game at Chris&#8217;s   Holiday game</title>
		<link>http://www.trianglesimsociety.org/?p=351</link>
		<comments>http://www.trianglesimsociety.org/?p=351#comments</comments>
		<pubDate>Mon, 17 Jan 2011 13:26:45 +0000</pubDate>
		<dc:creator>ed</dc:creator>
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		<description><![CDATA[Chris&#8217;s annual Holiday game began several days before Christmas and concluded this past Wednesday. The rules used were the normal rules for this period, locally generated and tactical in nature. I&#8217;m unsure of the ratio (figures to men) but would &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=351">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>Chris&#8217;s annual Holiday game began several days before Christmas and concluded this past Wednesday.</p>
<p>The rules used were the normal rules for this period, locally generated and tactical in nature.  I&#8217;m unsure of the ratio (figures to men) but would guess, from unit sizes, at 1:20.  Most infantry were 30 figures, with one or two larger, while cavalry units tended towards 16-20 (Mexican) or 6-8 (American).</p>
<p>Morale is the big difference-maker in this rule set, since the Americans typically have better (by about x2) than the Mexicans.  To &#8216;pass&#8217; morale tests, units must roll equal or better than their morale rating.  Americans typically are 3, with one or two being 4, and Mexicans are typically 5 or 6, with one or two being 4.</p>
<p>For this game, the American forces were 7 infantry, 4 batteries (one of which was rockets) and 5 cavalry.  Mexican forces were, if I counted correctly, 10 infantry, 7 cavalry and 4 batteries.</p>
<p>The terrain consisted of a flat plain with a hill on the American right, an arroyo (rather deep and wide) in front of a town (which was the American objective) over which passed but a single bridge.  The hill boasted a fortification.</p>
<p>The Mexican high command chose to deploy in front of the arroyo, leaving an infantry unit or two deployed in the town, and to occupy the fortified hill with a big (48 figure) infantry unit (morale grade 4) and a battery in the redoubt.  The Mexican deployment put their cavalry on the plain in front of their infantry.</p>
<p>The Americans deployed in firing lines, fronting the Mexican cavalry, a battery being deployed between two of the infantry units. Three infantry and a battery were assigned to take the redoubt upon the hill, with two cavalry units in support.  The Americans held two infantry and a cavalry unit in reserve behind their main line.</p>
<p>In these rules, movement, formation change, firing, etc., are all regulated by &#8216;actions&#8217;. Most American units have 3 actions (although firing is limited to once/turn, and ALWAYS is after movement).  American artillery may be dual-classed (moves as heavy, fires as normal, as an example, so would  get three actions, but move more slowly than other guns).  Mexican units mostly have 2 actions, although there are units with only 1 action.</p>
<p>Play began with the Mexicans moving cavalry forward towards the American line, and the Americans moving up the hillside towards the redoubt.  One American cavalry unit charged a larger Mexican cavalry unit and the melee result meant that the units were locked in melee.</p>
<p>The Mexican cavalry continued their advance and charged the American firing line.  The American infantry passed its morale test and disdained forming square, choosing instead to stand in place and fire.  The rules require a die roll to see at what range defenders fire at chargers, and the Americans loosed a close- range volley (in every case !).  There were a total of 72 figures shooting (2 units at 36 figures each) and close range allows 1xD6 for every 2 figures, so 36 dice were rolled, with 6&#8242;s hitting.  ONE hit was scored! The Mexican cavalry assigned to attack the battery in the middle of the American line failed morale, so would not charge.  The guns opened on them with cannister and in two turns the cavalry was down to two figures, which routed, and influenced the units behind them to route. The other cavalry had charged home and engaged the American infantry for 2-3 turns, losing in the end.</p>
<p>Up on the hill, the American infantry closed on the redoubt, screening the battery.  The battery and supporting cavalry were able to work around the redoubt&#8217;s flank, the cavalry charging and forcing the large infantry unit into square, the artillery flanking the redoubt and firing into the infantry and guns deployed there.</p>
<p>The American cav unit which had opened the game by charging a Mexican cavalry unit finally failed morale and routed, ultimately off the board. This freed the Mexican unit, which promptly charged one of the American infantry units on the hill. The infantry had changed face in anticipation and stopped the charge, although &#8216;locked in melee&#8217; was<br />
the result.  The Americans brought the reserve cavalry up and charged the Mexicans in the flank, and most of the unit evaporated in a subsequent turn of melee.</p>
<p>Meanwhile, the Mexican cavalry which had charged the American firing line finally broke and routed away, causing massive morale checks on the Mexican forces.  Many routed or fell-back, hastened away by errant American rocketry which, while aimed at the Mexican artillery, fell among Mexican cavalry and infantry to  the right rear of the target,<br />
causing units to rout.</p>
<p>Of course, encouraged by this success, the Americans used their rockets again.  In this case, the rockets demonstrated their  total impartiality by turning 180 degrees in mid-flight and exploding at the junction of THREE American units !<br />
Each of course checked morale and thankfully passed.  The rocket battery commander was relegated to field sanitation duties for the balance of the battle.</p>
<p>Which wasn&#8217;t long in duration.  The redoubt fell, most of the Mexicans in the center and far right were in route or retreat, so the game was called and deemed an American victory.</p>
<p>Thanks to Chris for organizing and hosting and to Bob, Dave P., Steve, Lyle, Neal, Ron O., Ron S., Brent, Dave B., Grant, Mike and Dave M. for playing or kibitzing !</p>
<p>Ed</p>
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		<title>The Five Principles of Game Design by Bruce Schaper</title>
		<link>http://www.trianglesimsociety.org/?p=317</link>
		<comments>http://www.trianglesimsociety.org/?p=317#comments</comments>
		<pubDate>Tue, 30 Nov 2010 03:32:49 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[I would never presume that these Five Principle of Game Design should be adopted by anyone else but they will be my guidepost for future projects and I thought I would pass on what I learned.<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=317">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<div id="attachment_324" class="wp-caption alignleft" style="width: 310px"><a href="http://www.trianglesimsociety.org/wp-content/uploads/2010/11/FxCam_1285377865509.jpg"><img class="size-medium wp-image-324" title="FxCam_1285377865509" src="http://www.trianglesimsociety.org/wp-content/uploads/2010/11/FxCam_1285377865509-300x200.jpg" alt="" width="300" height="200" /></a><p class="wp-caption-text">Picture provided by Steve Raynor</p></div>
<p>I spent most of my hobby time last year building and developing a game called Antisubmarine Warfare 3D.   I learned a lot during the process about the historical period I was trying to recreate, building the table and rule design. I was well into the project and had a flash of insight about game design.</p>
<p>The following is a list of Five Principles that I deemed necessary for a good game to be developed.  I would never presume that these Five Principle of Game Design should be adopted by anyone else but they will be my guidepost for future projects and I thought I would pass on what I learned.</p>
<p><strong>1. Make sure ambiguity is reduced to as close to zero as possible.</strong></p>
<p>The designer has two opportunities to make sure the players are clear on how to play. The first is set down in the text of the  rules. Short declarative sentences are best. The rules should follow the layout of actual play. The reader can walk right through a turn in the game, and most games do follow this layout.</p>
<p>The second opportunity to make sure no ambiguity exist is right before play begins when the specific or special rules are needed for that specific game because of a situation that existed.            Reducing ambiguity is important, it gives any potential wiggle room little or no option to squirm. At first thought you may think that it’s sad that a person has to write the game for a potential “worst gamer scenario” but it serves a purpose.  With the lawyer in mind it forces the designer to edit out everything that is not absolutely required to play the game, thus the finished product may turn out as a very crisp, clear set of rules.</p>
<p><strong>2. Ease of play does not translate into a simplistic game.</strong></p>
<p>Complexity in a game should rise from the tactical problem the player’s miniatures are facing on the terrain, not the rules. On the whole, players are a cerebral bunch.  They enjoy (though they may grouse about it) the tactical headaches offered by a game.  To stop a game, seek out a rule to try and solve a problem is to snap the player out of the action and violates the first principle..</p>
<p><strong>3.  Rules are a framework, not the focus.</strong></p>
<div id="attachment_325" class="wp-caption alignright" style="width: 310px"><a href="http://www.trianglesimsociety.org/wp-content/uploads/2010/11/FxCam_1285377813163.jpg"><img class="size-medium wp-image-325" title="FxCam_1285377813163" src="http://www.trianglesimsociety.org/wp-content/uploads/2010/11/FxCam_1285377813163-300x200.jpg" alt="" width="300" height="200" /></a><p class="wp-caption-text">Picture provided by Steve Raynor</p></div>
<p>A rule set is merely a  mechanism to allow the player to focus on the tactical problem. Rules provide the framework to play. They should never be the focus of the game. Remind players that are no “new rules”.  All games have the core elements built on the foundation of fire, move, modifiers, morale, and environment (terrain/weather). The only difference is how the designer incorporates, combines, or cloaks these elements for different historical periods. Keep these elements in mind and it’s easier to teach the game, the players pick it up faster.</p>
<p><strong>4. The procedure for play should reflect the tactical and operational doctrines, (and in the case of campaign simulations), strategic doctrines of the battle being simulated. </strong></p>
<p>No radios in Napoleonic Games, unless it’s a time traveling scenarios!</p>
<p><strong>5.  Gaming can never accurately portray the horror, terror, and destruction of war. Better to err on the side of a pleasurable experience.</strong></p>
<p>All gamers know this to be true. In our own small way (no pun intended) we pay quiet homage to those who fought in whatever period is set in front of  us. We could play with figs painted to museum standards, our terrain is phenomenal, and we use only the “best” rules, but in the final analysis ours is only a crude rendition of the battles from the past. That we honor our ancestors in this way is fitting and good, few else do so in their daily lives.</p>
<p>As for the pleasurable experience, the highest praise for me at least would be for guys to leave the table having had fun. Weather a home grown rule set or one bought over the counter,  I want them telling their friends, “I just left this sick submarine game! I don’t know what the guy called it, but I had the U-boat and came up between the merchant columns&#8230;”</p>
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		<title>AAR &#8211; MACE  2010</title>
		<link>http://www.trianglesimsociety.org/?p=303</link>
		<comments>http://www.trianglesimsociety.org/?p=303#comments</comments>
		<pubDate>Sun, 21 Nov 2010 14:23:35 +0000</pubDate>
		<dc:creator>ed</dc:creator>
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		<description><![CDATA[As usual, a few (5) of us went to MACE the w/e of the 13/14.  Actually, from a mini gaming standpoint, there were 3 of us (Kyle, Brian R. and me).  Bowen and Robert Miller graced the RPG segment of &#8230;<p class="read-more"><a href="http://www.trianglesimsociety.org/?p=303">Read more &#187;</a></p>]]></description>
			<content:encoded><![CDATA[<p>As usual, a few (5) of us went to MACE the w/e of the 13/14.  Actually, from a mini gaming standpoint, there were 3 of us (Kyle, Brian R. and me).  Bowen and Robert Miller graced the RPG segment of MACE while others (Brandon/Tyler) participated in various things, including some of the games we ran.</p>
<p>Found some new stuff,  including a new &#8216;total game system&#8217; . This is a Canadian company which combines medieval and fantasy figures with a Carnage and Glory-like playing system linked through a computer.  The design work on the figures ranges from reasonably good (the Heavy Knight in armor with lance) to adequate (the medieval bowmen, which seemed somewhat long-waisted) to marginally ludicrous (the LC, mounted on horses which can best be  generously described as &#8216;cartoony&#8217;).  The HC&#8217;s  lance is extended out from the figure, rather than being couched, and there is no counter-weight on the lance&#8217;s end.</p>
<p>All the figures are plastic, multi-part and the sculpts/casts look good.  The fantasy figures are interesting designs and are well-sculpted.  I think the company&#8217;swebsite is illex.com</p>
<p>Another new (and FREE !) product on display was the paper mini&#8217;s (again, &#8216;cartoony&#8217;, but very engagingly so !) from FlipitPaperCombat.com.  These are perfect for kids, since you can print out sheets of stuff from their website, cut &#8216;n paste, and you&#8217;ve a set of mini&#8217;s ready to play !  The &#8216;range&#8217; includes buildings,  aircraft (with &#8216;stands&#8217; !), armor, infantry, civilians, trucks, cars, hovercraft (the BIG ones) and more! I have some cell phone pix I&#8217;ll try to post to the Yahoo group.</p>
<p>As far as games went, we ran three.  The by-now traditional Friday Night Flights, using the new-ish Blue Sky rules (Black Cross/Blue Sky, basically the Battle of Britain) and the really nice new play mats created for the game.  Much easier to haul around and deploy, these mats are land on one side, and  water on the other.  Deployed, they create a play area of about 4&#8242; by 5&#8242;, quite adequate for the normal mission.  This mission was a Luftwaffe bombing raid on an (off-map) RAF airfield.  There were 3 Heinkels and 8 Stukas escorted by 4 Bf-109&#8242;s.  Defenders were (initially) 2 Hurricanes and 2 Spitfires, with &#8216;waves&#8217; of 2 or 3 Hurri&#8217;s/Spits arriving as attrition occured.  The Luftwaffe made it through, but all of the He-111&#8242;s were shot-down, so damage to the RAF field was minimal.</p>
<p>Game 2 on Saturday morning was another of TSS&#8217;s infamous skirmish-level semi-RPG&#8217;s.  This one was &#8216;Napoleon&#8217;s Return&#8217;, the details of which won&#8217;t be found here since that would spoil the &#8216;surprise&#8217; aspect for future players. Suffice it to say that the &#8216;Return&#8217; was accomplished, but not without the mayhem and general uproar  usually associated with these games.  Thanks to Don Holt and daughter, Chris, Brandon, Tyler, Kyle and &#8216;Sed,&#8217; the only player to escape unscathed !  &#8216;Sed&#8217;s&#8217; escape just goes to prove that sometimes the dullest knife offers the sharpest cut!</p>
<p>Game 3 was the Caveman extravaganza! The Neanderthals were without their leader, Og, back home at the cave with some illness (wurk, rumour has it), but managed to amass a very respectable amount of food for the tribe, with some damage to the hunters, but no fatalities.  They did not, however, manage to kill the bull Elk who evaded them simply by charging through the group, who scampered sprightly out of the way.  They also foiled the attack of the crocodilion, opening the way to a strange black  monolith, the touching of which may or may not have provided technological advances !  Hey, did y&#8217; know that an obsidian sharp can be fastened in a cleft stick, and it makes a neat handle !?! WOW ! The Cro-Magnons,  on the other hand, decided that Mammoth should be on the menu &#8211; OOPS !  Their primary error was in killing the baby Mammoth FIRST, thereby enraging Mom and Dad, who proceeded to do some killing of their own.</p>
<p>One clever Cro-Magnon, realizing that Mammoths don&#8217;t climb trees, headed for and up the tall timber - only to find it occupied by a hungry Smilodon (we calls &#8216;em SabreTooths)!  Quickly recognizing his error, he jumped clear - right onto Dad Mammoth&#8217;s  back. A merciful curtain is now drawn over the scene of carnage that resulted. Of nine Cro-Magnons in the hunting group, two survived, IIRC.  But a good time was had by all, and from the  standpoint of &#8217;most meat,&#8217; the Cro-Magnons won, since the Mammoths have a LOT of meat on their bones !</p>
<p>A request was made at MACE for an ECW skirmish game, so next year&#8217;s MACE will feature &#8216;Lord, What  Foods  These Morsels Be !&#8217; , including Mr Pym and his Grate Gonne, Harbottle Grimmvisage, leader of the local Roundhead  faction,  Lord Percy Beccon, local Cavalier leader, a few Gentlemen of the Coast, perhaps some stalwart lads  of the Revenue Service and of course the hard done by residents of Steeple Mummery.  Another &#8216;silly skirmish&#8217; from the TSS archives!</p>
<p>Attendance at MACE is always  difficult to judge, since the con is split among several different areas of the hotel.  But, the RPG rooms were not full, as they have been full in the past, nor was the RPGA room.      There were a number  of folks playing BG&#8217;s at different times (the hotel&#8217;s restaurant had been converted to a BG venue for the con),  and a computer/console gaming area had been created.  If  I had to guess, I&#8217;d say<br />
that there were 350 &#8211; 400  folks there, but might be off.   One interesting thing &#8211; normally at MACE one    sees  the normal amount of gamer women, ranging from the sublime to the &#8211; ah, well, you know. This<br />
year&#8217;s group of MACE women seemed to  feature a very high percentage of very attractive ladies.</p>
<p>When we exited to go to breakfast Saturday morning,  we found a tour bus loading, and an inquiry of<br />
the driver revealed that  the touring cast of the Broadway South  show _Legally Blonde_ had been staying at the hotel. Mystery solved !</p>
<p>See y&#8217;all at Spring Fever   (April 8-10, N. Raleigh Hilton) !</p>
<p>- Ed</p>
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