Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) Part 3: Section A —Transforming Paper into Iron

By Ed Ostermeyer, Master Engineer (Grade 2)

Hello, and good day to you, young Inventor.

Our using the Inventor’s Vade Mecum today will work a miracle of modern industrial science.

No, we will not recreate the alchemist’s dream of turning base metal into gold.

Instead, we will transform paper into iron: turning your machine shop’s paper plans, mechanical drawings, work orders and invoices into the iron hull, intricate mechanisms and potent weaponry of your undersea Wonder of the Age.

Before you begin work on your fishboat, you must answer two important questions.

“Seeing” Into the Woods

Introduction

Line of sight has always been a problematic issue with tactical games, and certainly, Great Battles of the American Civil War games are no different. Everyone has different spatial reasoning skills, and as Richard Berg said more than once, there is no rule that all will understand – whether simple or complicated.

Add to that the latest edition of GBACW rules and Into the Woods’ special cases, and the result is that LOS is often as mysterious in the game as it was to the actual participants in the battle.

Warfare in Baltic Empires

In this article I will explain how warfare is handled in Baltic Empires, both in terms of how the battle mechanics themselves work (which is quite simple), but also the bigger economic aspects of warfare during the period (1558-1721) and how these are represented in the game.

The Powers in Baltic Empires each have access to 4 different kinds of units: Infantry, Cavalry, Fortresses, and Ships of the Line. All five Powers in the game can build these units, but each Power has a very different distribution of them in their available force pool, as well as different costs to build each of them, to represent the different military traditions and political or economic circumstances of that Power. Some Powers (and Dramatis Personae) also have additional special rules that either weaken or strengthen specific units, which will be described below.

Franklin D. Roosevelt Through the Lens of Cataclysm

Below you will find another fantastic article from Clio’s Board Games, this time discussing Franklin D. Roosevelt through the lens of GMT’s Cataclysm. You can also find this article on Clio’s blog. Enjoy! -Rachel

Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) – Part 2: The Stalking and Keeping of Your Investor Partners

By Ed Ostermeyer, Master Engineer (Grade 2)

Good day again to you, young Inventor.

Since our last meeting, your mind must be a-whirl with ideas and plans to make your undersea weapon of war a reality.

Let’s temper that reality by understanding that, though you may indeed be the One With The Idea, it will take more than you to give that idea form and substance.

Commands & Colors: Samurai Battles Session Report – Anegawa 1570 AD

Playing the Commands & Colors games with a consecutive, chronologically or geographically connected set of scenarios is what I love! And this is exactly what I am doing with Samurai Battles – the latest installment in the series. Today I will have a very interesting battle – Anegawa 1570 AD – which features 3 set-ups:

  • main battle overview
  • right wing
  • left wing

It is really great to play an overview version, and then zoom on some aspects of this clash. Enjoy the picture-rich session report plus historical background!

Cards in Bear Trap (Part I of II): Card Types, Force Pools, & Deck Composition

In past InsideGMT articles, we looked at the gameplay in Bear Trap and provided a simple combat example.

Part of the asymmetry in Bear Trap emerges from the way the cards work. And so, in this InsideGMT article, I’ll explain how the how the different cards work as well as look at the force pools and deck composition for each side. This is first part in a two-part series of InsideGMT articles about the cards in Bear Trap—in the second part, I’ll give some historical comments on some of the more interesting strategy cards.

Broadly speaking there are 3 types of cards in Bear Trap—unit cards, loyalty challenge cards, and strategy cards. (Note: The cards depicted here are playtest components and still subject to possible change—including text, art, and graphic design.)

“Go in Where the Fight is the Thickest”: The Sherman-McClernand Counterattack — A Narrative AAR for Into the Woods, Scenario 6

Historical Introduction

If there was a lull during the first day at Shiloh, it occurred between 11 AM and noon. The Army of Mississippi, led by Albert Sidney Johnston and Pierre Beauregard, had dislodged the Army of the Tennessee’s three forward divisions that morning, seizing their camps and sending thousands of blue-clads running for the safety of Pittsburg Landing. Prentiss’s 6th Division had been especially hard hit.

Almost everywhere the Confederates had gained or crossed the line of the Hamburg-Purdy Road. The cost was high, however, and not only a question of casualties. The exigencies of battle unraveled Confederate command and control to the point where not a single division or corps fought as a unified formation. Indeed, in many cases individual regiments found themselves fighting alongside troops from other brigades, even brigades of divisions other than their own. Both losses and the need to reform the troops brought the Rebel advance to a halt. For almost an hour the artillery did most of the fighting.

The Federals, too, used the lull to reform their troops, while reinforcements arrived from the rear. As a new line took shape south of Jones Field, William Sherman and John McClernand realized their divisions still retained a measure of fighting spirit. Both men had reason to consider taking the initiative. Earlier in the morning Sherman had ridiculed subordinates who warned of a Confederate attack. Perhaps he could now atone for his error. McClernand was an Illinois politician who was well aware that here, as at Fort Donelson, it would be best for his career to turn a morning defeat into an afternoon victory. The two assembled their most battle-worthy regiments and led them forward about noon.

Cavallata per Cortona – INFERNO Scenario Replay, Part 6

The fall of Cortona has put the Guelphs on top, putting the ball in Siena’s court in this closing episode of Volko’s test replay of Levy & Campaign Volume III. All art shown here is playtest only, and game rules featured remain provisional.

Siena’s army stood by, a short march off at Asinalunga, as the Guelphs reduced Cortona. Now it has the next move, with most the second Campaign to go in our test play of Inferno’s introductory scenario. A direct attack on the Guelph army seems attractive, as the latter’s effective numbers are far reduced by its bloody storm of the town. But the enemy would only avoid southward, into Ghibelline territory, probably to Ravage there. So  best path for the Sienese to achieve something is to turn south themselves and use their Hold card, SURPRISE, for a stab at the rebels of Montepulciano.

Infernal Machine: The Inventor’s Vade Mecum (Nautica ed.) – Part 1: Where Do I Start?

By Ed Ostermeyer, Master Engineer (Grade 2)

Good day to you, young Inventor.

You are to be congratulated.

You hold in your hand the Inventor’s Vade Mecum, a handbook for you to use whatever, wherever, whenever and, most important of all, why-ever you have questions or need assistance in your chosen field of endeavor.

Your enthusiasm for the field of maritime engineering at this moment in our country’s history places you at the forefront in the development and construction of nautical devices and mechanisms that will astound and discomfit our country’s foes.  

Using your knowledge and that of your team plus the latest tools and methods that 19th century science and industry can provide and the steps found in this Vade Mecum, you should encounter fewer interruptions and delays in making your latest technological marvel the Wonder of the Age.