Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) Part 9 — Power! Power! Wonder-working Power!

By Ed Ostermeyer (Master Engineer – Grade 2)

Ah, good day to you once more, young Inventor.

I am happy to see you once again.

And you have brought your copy of the Inventor’s Vade Mecum with you.

May I see it, please?

Hmmm, I notice it is now a very worn and much-thumbed work.

I am proud of your diligence.

What benefit is a book of knowledge if you don’t use it from time to time, eh?

However, there have been several updates since this copy was printed.

The section on Power has received significant editing.

Oh, good.

I see that there are still unused endpapers in your Vade Mecum that you can use for note-taking.

Let’s make an update to your edition on the subject of Power, shall we?

Firefight Friday #11: Scenario Design 5

Welcome back to Firefight Fridays. Last week, in the tenth article, I talked about the fourth scenario, “About Last Night”. We looked at exciting new mechanics introduced by that scenario, like mortars and snipers. This week we will be moving on to one of my favorite scenarios, “Purple Heart Lane.” Purple Heart Lane is our Carentan scenario, and it adds a couple more new mechanics: multi-deck scenarios and off board artillery.

Firefight Friday #10: Scenario Design 4

Welcome back to Firefight Fridays. Last week in the ninth article I talked about the third scenario, “Shot in the Dark”. I covered a couple of new concepts like reinforcements and night combat, neither of which are too different from what we have seen before. Well, buckle up, because this week we are jumping into “About Last Night”. Scenario 4 adds a few interesting new experiences to the game: multi-front scenario entry, snipers, and mortars. Multi-front scenario entry is pretty simple to understand, but let’s talk about snipers and mortars a little bit first and after we will jump into the details of “About Last Night.”

Is A Gest of Robin Hood a COIN Game?

Joe and Fred meet for the first time

In the early days of 2020, as most of us were in confinement because of the COVID-19 pandemic, I found myself diving deep into Volko’s COIN series. My journey into the COIN system began somewhat by accident. I had played a couple of games, only with two players, and hadn’t enjoyed the experience. But as I discovered a new Discord server dedicated to the series, full of young and fun players, I finally wrapped my head around the genius of Volko’s system. There was a lot of enthusiasm and creative energy in this online space, and we all had a lot of time on our hands. One of the people that struck me the most was Joe Dewhurst. I tried and thoroughly enjoyed the early version of his prototype of The Pure Land. You might say it was love at first sight.

Three Days of Gettysburg Deluxe Edition – Designer Update

Three Days of Gettysburg Deluxe Edition’s design is picking up pace and is now moving through both alpha and beta testing of the current scenarios.

These include the traditional first-day battle. However, multiple scenarios have different starting times for the whole July 1st fight. The first scenario begins at 7 AM and is designed with the optional Skirmisher rules to cover the small unit fighting and maneuvering before the Union infantry arrive. While the original 3DoG first-day scenario was fun and exciting with a slow-moving Southern infantry division facing a nimble but smaller Union cavalry force, it had little to do with the actual history of the morning fight before Reynold’s Union infantry arrived. The typical competitive play focused on the threat of cavalry charges against the flanks of the Rebel force and had no resemblance to the fighting early on that July day.

Firefight Friday #9: Scenario Design 3

Welcome back to Firefight Fridays. Last week in the eighth article I talked about the second scenario, “Between the Reich and a Hard Place”. To do that, we had to cover the basics of support weapons. Now as we move on this week we will look at the third scenario, “A Shot in the Dark”. This scenario is a demonstration of two new concepts in the game: night combat, and reinforcements.

RevCon 2024 After Action Report

RevCon 2024 Command Central

It was a good year! Thirty-six individuals competed across a spectrum of five Revolutionary War games at RevCon during Prezcon in Charlottesville, Virginia last week.

As always, players either played in only a single favorite game, in multiple games, or they competed in all five games in pursuit of the coveted “George Washington Award” for excellence in American Revolutionary War gaming. This year’s “George,” as we affectionately call the plaque, was once again provided by friend of the series Tim Miller with Miller EG Designs. We are grateful to Tim for his generosity.

Firefight Friday #8: Scenario Design 2

Welcome back to Firefight Fridays. Last week, in the seventh article, I talked about my approach to scenario design, then about the history, design, and surface level strategies for the first scenario, “Done with Sand”. This week I will be doing the same thing, covering the second scenario “Between the Reich and a Hard Place”.

Firefight Friday #7: Scenario Design 1

Welcome back to Firefight Fridays. Last week, in the sixth article, I wrote up an AAR based on our recorded playthrough of scenario 7, “To the Last Man, To the Last Cartridge”. This week we are shifting gears into the first in a multi-part series on the scenario design of Firefight Tactical. For this first article, since we will be covering the smaller first scenario, “Done with Sand”, I want to take a little bit of time to cover my scenario design philosophy for Firefight Tactical in general.

Defiance Design Happy Hour: Modeling the Combat of 2nd Russo-Ukrainian War

We intend to offer up our design notes regarding our simulation of the 2nd Russo-Ukrainian War, Defiance, beginning with Volume 1: Miracle on Dnipro: Kyiv & Chernihiv Campaign, from time to time. Given that we are designing a simulation regarding an ongoing conflict, it’s a first draft of history. Consequently, at least you’ll get some insight into why we got some items wrong 🙂

In our third  article in this series, we discuss how we model combat during the initial six weeks of the 2nd Russo-Ukrainian War. We’ll begin with a brief review of the Charles S Roberts classic CRT. Then, we take a look at CRTs in France 1944 and Flashpoint Golan, examining  the combat resolution system lineage of Defiance.  For a deeper dive into CRTs, check out Issue 36 of C3i: Mark Herman’s Clio’s Corner, Nr. 13 –  “Wargame CRTs or How to Resolve Chaos”.

As usual, we ramble on. So, feel free to break out a beverage of your choice. We always include a recipe for a cocktail, mocktail or appetizer at the end of each of our Defiance Design Happy Hour articles. This time, we go with the surprise early hit of 2024: the Shagroni (a shake on the classic Negroni).