The Connecticut Game Club
The monthly newsletter of the CGC
February 2007 Volume 1 Number 4
SCHEDULED BattleLore: No Relation to Data
Contributed by Mark Mclaughlin
My pal Ed paid a visit last month and we
DBA Slugfest XXVI warmed up with the expansion pack for
Host: Roland Fricke Richard Borg’s Command and Colors
Rules: DBA Ancients game from GMT. As is our habit
now we played using my 15mm Ancients
Description: Open DBA miniatures as a substitute for the game’s
gaming. Bring an army standard issue wood blocks fighting
and we’ll match up players Platea twice and an Alexander’s successor
by era. Loaner armies are battle as well.
available for beginners
wishing to learn this fast
paced set of Ancient rules.
Those were appetizers however because Ed
came packing Borg’s newest design, this one
from Days of Wonder, the company that
11 am published Memoir ’44. Thinking of Data’s next-gen cousin at the fringes of the
universe when you hear ―Borg‖ and ―BattleLore‖ in the same sentence makes you
The Happy Little Rear akin to Rick Blaine who traveled to Casablanca ―for the waters,‖ i.e. misinformed.
Guard, Mexican Style BattleLore is more like Pulp Fiction in that it gets all medieval on you a**. Yes,
Host: Frank Luberti this time it’s KNIGHTS (although not necessarily saying nee or searching for the
Rules: Trench Wars Holy Grail. That said, Battlelore is chock full of men at arms, archers, mounted
sergeants and knights, banners, thick cardboard for terrain etc…
Description: June 1836.
After Santa Anna's defeat
at the Battle of San
There are a bunch of historical battles included and, for those with a taste for it, a
Jacinto a column of dab of fantasy on the side—but the latter is strictly optional. We sampled
Mexicans attempts to Agincourt (twice,) something set in Spain, another in Aquitaine and then in the
march home. Muttering fourth battle we tried a smattering of fantasy. Infusing magic or ―lore" into the
"Remember the Alamo," proceedings means adding 1, 2, 3 or even all 4 extra mini-card decks. We opted for
the Texans have other
ideas. 25mm skirmish
relatively tame brew – no killer cards, just things like slow an enemy unit, launch a
combat in the Texas War long-range attack (think catapults), ignore hits or add dice. Still, it was fun and
of Independence based on different. There are a couple of pure fantasy scenarios and also some dwarf,
Jim Birdseye's article in dragon and spider pieces you can add too. You should try BattleLore as a medieval
The Courier, "The Happy wargame first – but the card decks do inject surprise and uncertainly. I really liked
Little Rearguard." Duration
11am to 1pm. Players: 12
the slick toys too…
Action on the Somme
Host: Jared Fishman FOW Replay: The Ridge at Gela
Rules: Modified The Ridge at Gela is based on a battle that took part in Sicily in 1943 (I saw it on
Square Bashing The History Channel network and it is also 'immortalized' in the computer/video
game Call of Duty, as Eric the Younger realized when we started playing.
Description: As the
fighting around Verdun The ridge, about a yard long and partly wooded, overlooks a main road leading
raged, Sir Douglas Haig, from the Sicily landing beaches inland. The area in front of it is also sprinkled
commander of the British
forces on the Western
with woods and broken ground. Through this ground comes a 1500 point company
front, agreed to attack in a of the 82nd Airborne. They dropped during the night, formed up and came on
new sector to take the against the ridge - which is defended by a company of Fallschirmjaegers. Half of
pressure off the French. the 1500 point FJ company is on the table. The rest will come in on the road
The offensive lasted from behind the ridge on turn 2. On the Allied turns 2 and 3, a company (1500 points) of
July to November 1916
and was a rousing failure
the 2nd Armored comes in on the road behind the Allies, and on the German turns 2
for the Allies. Players will and 3 a company of the Hermann Goering
re-fight a typical action of Division comes on at the German end of the road.
this bloody battle. Scale-
15mm Players- 5+ The Allies have five dice of airpower, the
Duration: ~3 hours
Germans three, but nobody can fly until turn three
(turns 1 and 2 are dawn.)
Chris, who has come back to us from the Army
Race on the Steppes for a visit before heading off to Los Angeles and
Host: Mark resumption of his career in computers, led the US
McLaughlin forces, with
Rules: Flames of War Eric the Younger as his second in command. I
had the FJ, and Joe Lotano led the Panzers.
Description: A WW2
15mm FOW engagement
pitting Cossacks (mounted
The game opened with a literal bang. Eric's
Kazachya Sotnya airborne knocked out the small HMG platoon I
battalion) and a Soviet had placed in the woods on the left end of the
motorized recon battalion ridge, and Chris's airborne knocked out a couple of bases on the Kampfgruppe of
(Rota Razvedki) against a infantry and HMGs I had placed on the right. They failed to get my observers,
Schwadron (mech recon.)
poured a telling fire on the airborne artillery battery, knocking out two of its guns
3450 points both having and pinning it down. The German 105 recoilless guns would repeat that
airpower and AA. 21 Red performance on turn 2 thus knocking the US battery out of the game.
Army units vs. 16 German.
Russkies get lots of guns
The Americans kept coming, and took the ridge, concentrating on taking the two
and light armor including woods and on moving up a lot of machineguns on their side of the crest to link
White scout cars, BA-64 them. The Fallschirmjaegers, however, well supported by the panzers,
and BA-10 armored cars, counterattacked, using even their 20mm AA guns for support. On turn four the
T-60 and T-70 light tanks. Germans retook the ridge.
Germans have armored
cars, halftracks, Pz II, Pz The Americans took it right back on turn five. The fighting between the rival
III and Pz 38t tanks, plus paratroopers was savage. Just as intense was the armor fights going on at either
some guns and artillery. end of the ridge. One of Joe's Panzer platoons (a mix of various types of PZ III and
Rules WILL be taught! PZ IV) took on the tank destroyers - Chris got two of the Panzers but Joe knocked
out all four tank destroyers. On the other flank, Eric's two platoons of Sherman's
6 pm got four of Joe's panzers and lost only one.
Title: The River Platte The see-saw game hung in the balance as it was getting close to 9pm (the victory
Rules: Seekrieg 5 condition being he who held the ridge at the game turn ending at 9pm won).
Host:: Byron Bond
The Germans counterattacked. The Americans came on again. The American
Description: This will airborne was now below half – but refused to break. The German paratroopers
be our second sortie using were at exactly half strength – one more unit gone and they would have to check
the Seekrieg 5 tactical morale to break. The Americans made one more big push, with Chris sending the
miniatures rules. Graf
Spee vs. Exeter, Ajax and
command section of the armored platoon up and over the ridge - they got one of
Achilles. WW2 1/2400 Joe's tanks - but then Joe made a gutsy move to outflank them through the woods
Naval Minis, Players: 6 with one Mark III – it made it (surviving a bogging check) to get the flank
shot. Joe got one Sherman, my 105's got the other. Game over.
When the game ended both sides had troops on the ridge. We then went to the first
There will NOT be a tie breaker – companies broken. Although the one American company was under
meeting in Middlefield on half, and the other at half, the paras had not broken and the tanks had not yet had
January 27th. Most of the to check. Both German companies were at half, and neither had to check. So
regulars will be either at
Dreamation in NJ, or Unity
we went to the second tie-breaker: number of UNITS on the ridge. The Americans
Games near Boston. We had two (the remnants of two airborne platoons), we had four (German HMG,
may be able to schedule Mortar and AT guns, plus the lead tank of one of Joe's panzer platoons)
play on Saturday the 20th.
It was a very, very, very close see-saw game, with the Germans winning by a very
The March meeting will be
at the Ellington Library,
small margin. (For the record: in terms of tanks, both sides had 12 at start, and
because Middlefield is both had 5 left alive at the end; as far as the airborne went, the Germans were at
closed for the month. half strength and the Americans were below it - two units below, and they had lost
their company command team.)
Total Confusion XXI The American airpower showed up only twice in five rolls - the first time it killed
Feb. 22-25, 2007 a truck and a base of FJ, the second time it got bumped by the Luftwaffe - in the
New England's largest
German Air Force's only appearance in the game. Dave and I are furiously
game convention will be working on Cossacks and Ed is working on a unit of the Soviet horsemen as
held at the Holiday Inn in well, as we hope to do a battle where we can field a full Cossack regiment (two
Mansfield, MA. Event battalions – 3000 points) in a couple of weeks.
listings are posted. A few
updates are anticipated
over the next week with
[NB: Mark will be hosting a Flames of War scenario at the February meeting.]
Friday, January 31, 2007.
The CGC Play List
RPF's, Larps, Mini's,
board games and young
player offerings plus offer
a video game room, movie Contributed by Brandon Musler
theater, special events,
tournaments and January: A Merry Time Had by All
expanded dealer hall. Full
WWW.TOTALCON.COM Stop the presses! Warren Nicholson came up with a name for
http://www.totalcon.com/ his WW1 miniature 1/285 aircraft rules: JadgFleiger. Other
changes from last month’s rendition included making the aircraft a bit more robust,
making deflection shooting a bit less accurate and allowing for more deceleration
(in flight as opposed to by hitting the ground.) Sharp eyed purveyors such as yours
truly noticed the addition
of components from yet
another legacy Great War
flying game: this time it
was Avalon Hill’s
Frankly, while perusing
the components I seemed
to have missed the scrap
but things went the way
of the English as Captain
Mike Smith mounted in
Airco DH2s managed to
shoot down a pair of
Matt Roos' Albatros D1s. The most exciting thing I witnessed is John Troise
babying his aircraft in for a landing. It seems he had his hands full just keeping his
Nieuport 11s, which have a tendency to shed fabric or on occasion the entire wing,
in the air. Despite this handicap, and other mechanical difficulties, he managed to
return home from the mission and land in one piece. His enemy you ask? No
Not content with WW1, Warren and Mike were later seen dueling mano a mano in
the WW2 Pacific theatre card game.
Meanwhile back at the ranch, or down on the river as the case may be, Tom Cusa
was hosting his Smoke on the Waters American Civil War naval miniatures. In
1862 the Union was trying to find a way into Charleston Harbor while Johnny Reb
wanted to break out. The Union blockade forces consisted of a pair of mighty
monitors and a tinclad. The Confederates had to make due with two Richmond
class ironclads and three assorted side-wheelers (best described as ―self propelled
targets‖) and the C.S.S. Stonewall
which is one of those
―cottonclads‖ (and every bit as
hopeless as that sounds too.)
Undeterred by the long odds (or
his prior beating in the Albatros)
Matt Roos, captaining the
Richmond class ironclad C.S.S.
Palmetto State was calling his
shots early on (sinking the mighty
U.S.S. John Paul Jones with a perfect boiler hit) while appearing to be impervious
to damage himself. But success went to his head in the form of a cast iron cannon
ball. Captain Troise's USS Montauk fired its own ―golden BB‖ and smote the
Palmetto State’s boilers right back. Roos did manage to destroy the Montauk’s
(only) turret however.
The other Richmond class, C.S.S. Chickora, didn’t fare much better despite
swapping shots with the less heavily armored U.S.S. Keokuk. Moments before he
as the result of a magazine hit, Confederate Captain John Demeter could be heard
chiding Captain Eric Drake that his victory was inevitable and only a matter of
In the ensuing mop up action Captain Chris Davis tried to use his side-wheeler to
ram every Rebel in sight. When he did finally managed to grapple Captain John
Manning’s vessel one of his own guns exploded effectively sinking both ships.
The crews were seen to renew the struggle after taking to their respective lifeboats.
The butternut ships struggled valiantly but their opponents had the last laugh. It
was the Union navy’s first victory in four attempts, but a decisive one as
Charlestown’s defenses were badly eroded.
The board game de jour, played by Chris
Byrd, Eric Olin, Ilan Woll, Dylan Musler,
Tom and Bob Richardson, was Caylus, best
described as a more or less medieval version
of Puerto Rico…combined with
Carcassone…and a bit of Settlers of Catan
thrown in on the side. Ilan said he won by
over 25 points, ―a whopping margin.‖ Tom
finished 2nd, Eric 3rd, Dylan 4th and Bob
won the lawn dart award.
Dave Stephens and Theo Greenberg were busy playing the card driven Marvel
Heros game which includes an eye catching map of Manhattan and nifty painted
Paying a surprise visit, Mark McLaughlin challenged me to series of scenarios
from Worthington Games’ Wars of America series. First up was Clash for a
Continent a game that covers both the French & Indian War and American War of
Independence. Playing the Brits, Mark won a narrow victory at Cowpens. Next
we sampled For Honor and Glory. During the War of 1812 HMS Shannon
squeaked out a pyrrhic victory over the USS Chesapeake. Americans attempted to
invade Canada in the rubber match—a rare for the time opposed river crossing.
Early on, due to uncanny shooting, the Americans managed to snipe the best
British general thereby reversing the course of history. At one point we had 60
states in the Union but because blue staters ended every sentence with the word
―aye‖ a second civil war.
CGC NASCAR Fantasy League
Contributed by Ritch Flynn
Greeting one and all. As many CGC members are aware, fantasy sports are a
popular pastime with club members. Since 2005 there was the strange question of
"will we start a NASCAR fantasy league?" Well, for 2007 the answer is "yes."
This year, CGC members, and our friends here on the Yahoo groups, will be able
to join a free NASCAR fantasy league on Yahoo sports. All you need is a Yahoo
ID to play. Please use the following link if you wish to join, or continue reading if
you want more information before joining.
Will there be a draft? Can we trade drivers with other team owners? The answer to
both questions is "no." Unlike other fantasy sports, teams don't wholly own the
rights to a player's stats in an outright manner. Instead, this works more like a
lottery system. Team owners may select drivers from week to week and points will
be awarded to all owners who select a driver. Thus, in a league with 8 teams, it
is possible for all 8 owners to pick Jeff Gordon in a particular race. All 8 owners
would then receive equal points for Gordon's performance. The caveat is that
owners may only select a driver 9 times during the course of a 36 race season.
How many drivers do I pick? You start 4 drivers each week. The driver list is
divided into 3 groups, an A list, a B list and a C list. Owners pick 1 driver from the
A and C lists and 2 drivers from the B list. All picks MUST be made prior to the
qualifying runs for a race (usually the Friday before the race is run).
What if my driver has a bad qualifying time or does not qualify for a race? In
addition to the 4 drivers that owners will start each week, owners may carry an
additional 4 reserve drivers. These reserve drivers would be one each from the A
and C list and two from the B list. If one of your drivers qualifies poorly or does
not qualify for a race, you may swap in a reserve driver from the same list. It
would be very difficult to not have a second option on any of the three lists unless
an owner is neglecting his or her team. Starting and reserve drivers may be
switched up to one hour before the start of a race.
How do we get points? A full breakdown of scoring may be found here:
Who will be commissioner? Ritch Flynn is acting as the league owner.
"Commissioner" is a very nebulous term for this sport, as the league owner has
very little power over anything.
What if I have a question that isn't answered here? It's probably best to call Ritch
Parting Shots: 100 Ways to Annoy Your Opponent
1. Bring a hand puppet. Question it constantly as to what is the best course of
2. Bring a small model coffin with undertakers. Every time a model dies, escort it
off the battlefield and give it a funeral. Remember to hum the funeral theme tune.
3. Bring a falsified rulebook (hours of fun.)
4. Shave your head. Paint your skin green. Wear a nose ring. Grunt a lot.
5. Flip a coin at the start of the game. After observing the outcome, claim that you
have won the game. Look upset if your opponent denies this. Sulk.
6. Bring 20 printed pages of notes and intellectual-looking glasses. Refuse to let
your opponent look at them. Refer to them throughout the game. Speak aloud as
you read- "he's gone there, so contingency plan 8a means that I should..."
7. Insist opponent rolls all your dice for you. Complain and insult your opponent if
you get any bad rolls.
8. Before the game, do a dance and motion to the gods. Curse your opponent.
9. Arrive before your opponent. Set up your army and then take the other side of
the table. Act as if you are expecting to play with your opponent's army.
10. Add a spring loading system to your cannon. Bring lots of ball bearings.
11. Bring a plastic kid's sword and 'challenge' your opponent. If he refuses, claim
you have won the game through his forfeit.
12. Play dead if your general dies.
13. Bring a Land-raider model from 40K. Leave it sitting conspicuously on your
side of the table. Make cryptic references to the power of laser cannon in WHFB.
14. Complain that you don't think you can trust your hero.
15. Act as if you are a sports commentator. Commentate on the game. Incessantly.
16. Ask politely if your opponent wouldn't kill your general. Explain that it’s his
17. Bring a smoke machine. Insist on recreating the "fog of war."
18. Sacrifice a goblin to Mork before the game. Saw off its head with a craft knife.
19. Arrange models in a diorama in the middle of the battle. Take photos for a
20. Sharpen your goblins' spears before the game with a craft knife. Grin widely.
21. Cackle diabolically. "The World is mine! Nothing can stop me now!"
22. State before the game you are playing for the champion of the universe.
23. Feel the personal loss of every soldier. "Alas, poor Yorrick, I knew him well."
24. Lament the woes of war loudly. Faint when a model dies.
25. Add sound FX. Kaboom!
26. Ask if you can have TV rights to the game.
27. Just to surprise your opponent agree amicably with and compliment him!
28. Declare that you are opposed to the senseless destruction of our forests. Refuse
to let him kill your treemen. Refuse to let him move through woods.
29. Insist on a lunch break for your troops. Bring a model Mr. Whippy Van.
30. Explain that you are a pacifist. Call off the game immediately.
31. Order your miniatures in your best Sergeant-Major voice. "Quick march, on
the double- hut!"
32. Ask if your opponent is opposed to nuclear warfare. Carry a small spherical
device. Give no other reasons.
33. Wear a crown. Say that you are the "Lord of the Galaxy". Get a horde of
admirers to cheer you on.
34. Bring a stuffed, shaved poodle. Say it is your mascot.
35. Grow a Hitler moustache and wear a swastika. 'Discipline' your troops if they
fail to salute you.
36. Cheer on your miniatures.
37. Hide under the table at the start of the game. Make your opponent drag you
out. Speak in a nervous whisper. Confide in him that you are scared of his troops.
38. Leave a false army list lying around. Snatch it back angrily if your opponent
starts to read it, but leave it visible.
39. Pull out an ace surreptitiously (but obviously) from your sleeve during the
magic phase. Look pleased. Try to play it.
40. Keep a deck of Magic the Gathering cards handy. When you are told it is "the
magic phase" bring out the cards and start to shuffle them. Ask if he wants to cut
41. Speak in Skaven. Neek- Neek!
42. Tell him you've brought weighted dice. Complain about the uselessness of
modern technology when you start to roll ones.
43. Bring a lamp. Rub it and make three wishes before the game. Look at your
opponent accusingly if they don't immediately come true. Ask him if he's used it.
44. Ask the year. Ask where you are. Ask what game you’re going to play. If he
says Warhammer, bring out an antique mallet and hit him. Smile a corny grin.
45. Make references to a spy/traitor in his army.
46. Don't place your wizard on the board at the start of the game. At the end of
your deployment, use a small explosive device to create a smoke screen and place
down the wizard behind it while you yell, "poof!‖ When the smoke dissipates, say,
47. Have a history written for every trooper. Start a family feud.
48. Poor cheese sauce all over your opponent's army. Complain that it is cheesy.
49. Come with an army painted completely flora purple. Wear dark glasses.
50. Attempt to bribe your opponent's characters. Turn away quickly if your
opponent looks at you questioningly. Deny everything.
How to contact the Connecticut Game Club:
Yahoo Newsgroup: http://games.groups.yahoo.com/group/CTGameClub/
CGC Website: http://www.ctgameclub.org/
Webmaster: Phil Spera (860) 738-2391
Free Variant Subscriptions: Brandon Musler
For Scheduling Events:
Stratford: Roland Fricke (203) 271-2275
Middlefield: Carl Olson
President: Andy Zartolas
Vice President: Ritch Flynn (203) 261-1480
Secretary: Tom Richardson (203) 552-5597
Treasurer: Lou Cerreta (203) 268-7770