Serbia The Defiant

Started a new SPW module and scenario this week.  It’s the August-December 1914 scenario covering the initial fighting between Austro-Hungarian (A-H) forces and Serbia.  One BGG commentary summed it up; “weak units, bad terrain”.

Still, with a low counter density and few special scenario rules (except for the A-H  2nd Army which must re-deploy to attack the Russians), it is a quick and enjoyable play.

Once again, the rules mandate aggressive A-H moves during the first two turns.  The results so far have been relatively bloodless.  The terrain is very rough, with the only clear terrain found near Belgrade to the north of the map sheet.  However, the (universally criticized) historical deployment has the main A-H effort attacking through the mountains in the west, and river networks in the northwest.    This terrain provides excellent defensive opportunities for the outnumbered Serbs.

In this game, A-H forces are concentrating on the northwest sector of the Serbian defenses, and simply tying down Serbian and Montenegran units in the western mountains.

Here’s the situation after two turns, at the beginning of the August 5th turn.  Most of the units lying north and west of the Danube are with the 2nd Army, shortly to be recalled to the west to fight the Russians.  Montenagran units have a cranberry (?) color.

And, here’s a closeup of the northwest area, where A-H forces have been able to cross the Drina River.

 

Galacia – The Forgotten Cauldron – Scenario Finish

Finished up the other night.  It was a marginal Austro-Hungarian victory, based on casualties only.  No objectives were taken, but  the issue remained in doubt.  While losing on “points”, the Russians certainly had the upper hand when it came to capturing objectives.

In the East, the A-H  2nd Army is in danger of being rolled up along its right flank by the Russian 8th Army advancing towards its objective of Stanislav. The very strong Russian corps is obscured by the -1 strength marker for the top of the four, 4-4 units.

To the west, the A-H 3rd and 4th Armies are locked in combat with the Russian 3rd and 5th Armies.   Here, the Russian units are adjacent to their objective of Lemberg.

To the West, the A-H 4th Army is standing fast to the North of Fortress Przemyl, but its neighboring 1st Army is under extreme pressure, with little in the way of a Russian 3rd Army sweep towards its objective of Krakow.

A good game.  I already have “Serbia The Defiant” on the table and will start play this weekend.

Nordic Saga – Part II

An even later post to complete the account started in an already late post.

The game followed the standard Europa sequence, with the Axis phase first during the September I turn. Tim made some adjustments to his defenses, especially in the vicinity of Narvik. Regardless, the Allied landings went smoothly, with German air accounting for only one transport lost as well as one landing craft. Unfortunately, the lost transport contained the Headquarters for the 78th Division. In Europa, without a supporting headquarters, a regimental/brigade sized unit fights at one-half strength. The engineer unit was able to land at the port of Andennes, but would not be able to start work on the airfield next turn.  By turn’s end, this was the situation.

The September II turn went badly for the Allies. The weather turned, with stormy seas and mud creating rains. In this weather, beach landings are prohibited, ground movement is slowed, and engineering tasks take twice the time. This effected the Allied airfield construction and efforts to land reinforcements and supplies. Worse, the Germans were able to take advantage of the withdrawal of several Allied naval units from Narvik and overrun the leaderless and unsupported 78th Division.  No photographic record remains of this debacle.

The weather remained muddy, but with stormy seas continuing  The German units continued to pressure the Allies, but did not attack due to low odds.  The Allies were able to evacuate the remaining Narvik survivors, despite Axis bombing attacks.  The British were able to attack and destroy a German Penal Battalion at Bardufoss, but that was the limit of Allied successes.  The situation looked very grim for the Allies at the end of turn.

Things got worse with the weather roll at the beginning of the Oct II turn:  Snow.  Sea conditions became marginally better, with rough conditions.  Allied air units landed at the new Andennes airfield, but ground forces were unable to make any real progress against the German defenses.

The Nov I weather roll for snow and stormy seas effectively ended the game, as the Allies were now unable to resupply their forces over beaches and movement was severely restricted.

This was a painful experience.  The Europa naval rules are tortuous, especially when coastal defenses, danger zones and minefields are involved.  The game becomes a slog, and because of this, no longer is a “game”, but a simulation.

The  simulation makes it clear obvious why Operation Jupiter never happened.  The dependence on good weather beginning in October is enough to make the entire proposition marginal at best.  Add into this demands for naval resources that require the withdrawal of units that provide significant naval gunfire support, as well as critical landing craft for troop buildup and resupply, add to the “options of difficulties”.

Churchill wanted to do it and Hitler thought he would do it.  Reason prevailed on the Allied side, but significant resources were still poured into Norway’s defenses.  Was this irrational, or did Hitler’s fixation prove to be a deterrent?

I hope Tim will post up with his thoughts.  But here, briefly, is what we discussed right after I threw in the towel.

I have circled the northern part of the map to represent the positions of Soviet troops.  They are too few, the German positions to well fortified, to do anything more than tie down assets that could be used against the landings to the south.

The Narvik landings could have taken place to the west, with the forces crossing the narrow straits.  This would slower, but might allow a greater buildup of troops using minor ports.  Again, with time of the essence, I chose a more direct approach.

Me, I’m just glad the game, and these posts, are done.  OOFTA!

Galacia – The Forgotten Cauldron

Have worked my way through August and into early September.  Each month has seven turns.  This scenario will end in mid-September 1914.

Both sides are starting to go at it hammer and tongs.  The CRT is bloody, with the unique counterattack option making even what in most games would be high odds attacks difficult for the attacker.  In other words, an attacker with three times the strength points of the defender is really only working at one-to-one odds if counterattacked.

One rule I overlooked in my first post was supply point usage.  Each headquarters has an allocated number of supply points to support attacks and counterattacks.  An attack costs one supply point per four attacking factors, rounding fractions up.  A counterattack costs one supply point per two counterattacking factors.  Most headquarters start the game with either 30 or 40 supply points.  They can receive replacement supply points and may transfer points between headquarters (one use for rail networks).  Without supply, units function at one-half strength, except artillery, which cannot counterattack if out of supply.  Supply lines are four movement points in length, with the attacking strength of a unit reduced by one for every hex beyond four movement points.

In this scenario, each army has an objective.  These objectives reflect the historical initial plans of each country and  help make the game solo friendly.

And then there are the scenario specific rules, which I won’t recount here except for the one I just realized I missed.  The Austrians cannot reduce their losses if they choose to retreat.  This reflects their extremely aggressive tactics which led to horrendous losses.

This box contains both Tannenberg and Galacia scenarios.  These two scenarios can be linked, as well as linked with the separate introductory scenario/game The Schlieffen Plan.

Here’s a quick pic of the game currently in progress.  I’m having fun with it…..a lot more fun than that damn Drive on Stalingrad fiasco.

Quite The Beating – Part 2

 

Oh my!  Things really start falling apart during the German 4th Turn.  A Hitler Directive has forced a German stop order along the Northern Don, but the gap east of the Black Sea can’t be plugged.  Note that the Black Sea is now the Dead Sea (upper left corner), filled with Soviet casualties.

The best I can do is try to firm up the shoulder, and hope the units along the southern Don, adjacent to the Black Sea can hold.

No luck.  Tim’s too good to mess this opportunity up, and the Soviet defenses are rolled up from the east.  Meanwhile, his infantry units advance in the center.

Not much I can do at this point.   By the end of Turn 5,  my reinforcements are too far east to have any impact.

By the end of the German 6th turn, the Soviet defenses have collapsed, and the Caucasus is wide open for exploitation.

We called the game at this point.  Quite The Beating!!!

But…..a rematch has been scheduled for the Spring.

Quite The Beating – Part 1

Tim drove over to “The Dry Side” for another game of Drive on Stalingrad.  Our first try was over 2 years ago.  This time, he had the Germans and I the Soviets.  Things did not go well for the Soviets.  Here’s a link to a quick overview of the game at BGG.

The Soviets must cover their designated initial front with units or their zones of control (ZOCs).  For the most part, the units are drawn at random, with strengths revealed only at first combat. As you can see, things are a little thin on the ground.  North is to the readers right.

During Turn 1, Tim started clearing out Soviets in the north, while waiting to begin his attacks in the South.  The Soviets received reinforcements.  Again, most of these have unknown combat strength.  They must be placed in either cities or at rail hexes along the north map edge.  Soviet rail capacity is 10 units, with infantry and headquarters counting as one, with armor counting as three.  Soviet headquarters provide supply within a hex radius printed on the counter (2-5).  Unsupplied units move/attack/defend at half strength.

By the end of his Turn 2, Tim has advanced toward the Don River in the north, and is beginning to attack in the south.  Units can leave Zones of Control only by combat.  The exception is when the Soviet player declares a strategic withdrawal.  This costs victory points.  I am willing to pay the points to get the majority of my units moving back to the east and south.  However, delaying units can be effective and some are left behind to defend at half strength.

For my part, there is a general withdrawal with some units remaining behind to delay.  I also begin constituting a reserve in the vicinity of Stalingrad.  This reserve is comprised of several units which hopefully can mount an effective counterattack.

Tim continues his advance during Turn 3, but his infantry divisions are still being delayed by Soviet resistance.  He does a very good job of using his ability to overrun units not only in the movement phase, but also in a subsequent mechanized movement phase.

While the Soviets  build a “shoulder” to the northeast of the German’s southern advance, and move additional armored units toward the Black Sea from Stalingrad, there is a dangerous gap just east of the Black Sea.  This will be my undoing…….

Nordic Saga – Part 1

Another late post.   This time it’s about the Operation Jupiter game played with Tim several weeks ago.

The lead-up to this game was a comedy of errors even by our broad standards.  The scenario is in The Europa  Magazine (TMO)  #41, entitled Arctic Thunderbolt, simulating  a late 1942 invasion of Norway.  The magazine contains special rules, orders of battle, and a map for the scenario.  We decided to play this game during a phone conversation back in October.

This is where the fun started, because, the scenario was re-done in the boxed game Storm Over Scandinavia (SOS).  I studied the scenario as presented in the game.  Tim used the scenario in  TEM.

We set up the SOS maps and started to play.  But….nothing matched up.  The OBs, locations on the map, special rules were all different.  The game was out of phase, and we were losing our minds.  The only thing to do was stop, settle on using the TMO rules, maps, etc, and start again in December.

As the Allied commander, I spent the next few weeks in a funk, grappling not only with the involved Europa naval rules, but also the challenges of the invasion.  Things were just too depressing struggling with these “options of difficulties” and staring at a soul less black-and-white magazine, so I copied and garishly colored the map.

This was a very tough mission.  Suitable landing sites were limited, weather could disrupt the landings at any time, and the invasion fleet(s) would have to run a gauntlet of German aircraft.  To top things off, the Allies had a very aggressive schedule for the withdrawal of naval assets after the initial turn.

We played a couple of days before Christmas, squeezing in a session  between a visit to other friends in Portland and football viewing.  The SOS maps proved so cumbersome we used my little map.  Even with my invasion plans completed, we managed just a single turn.  Lots of naval movement, naval patrol , danger zone and mine field roles.  After this session, I re-did the little map, which is shown below.

map

For the new game, my amphibious forces would land at Alta, Narvik, Bardofuss and Andenes.

I realize the following illustration sets a new low in media crudeness for this site, but it’s a matter of communicating effectively, and spending my time gaming, rather than focusing on developing media presentation skills.

Landing # 1  – Narvik (United States):   6 Pt WNTF-1, 6 Pt WNTF-2, CG-1 (F4F & SBD), NTPs and LC for 85th Div. 1x 2-8, 1×3-8 & HQ, along with 4 SPs at Hex 0811.

Landing # 2  – Andenes (British):  4 NTPs & LC for 102 RM 3-6 & 10 Eng 2-3-8 along with 4 SPs at Hex 0512

Landing #3  – Alta (British):  16 Pt ENTF-1, 8 Pt ENTF-2, CG-1 (with Sfire, F4F & Albacore) & CG-2 (with Sfire, & Fulmer) , NTPs and LC for 46th Div.  1x 2-8, 1x 3-8 & HQ, along with 4 SPs at Hex 0532.

Landing #4  – Bardofuss (British): 8 Pt ENTF-3, NTPs & LC for 2x 3-6 RM (101,103), 2-8 Layforce along with 4 SPs at Hex 0608.

Landing #2 was scheduled for the Exploitation Phase when – it was hoped – all German air assets had been used for naval patrol or strike missions.  The engineer unit  build an airfield.

Tanks…..And Stalin’s Tanks

Finally finished up the late-war Soviet and German tanks purchased some time ago.  They were languishing  in a painting induced purgatory, victims of my incompetence.

Painting early war tanks is straight forward.  Single color, weathering, dirt & grime…done.  Later war Germans are something else.

There are some excellent resources on the web about how to paint them (#1 and #2) .  The problem is I just couldn’t leave it alone and do what I was told.

Instead, I tried using the Blu Tack (or its far less expensive counterpart Blue Stik), along with spray paint and, just to make things more interesting, ignore cleaning out some stray landscape flock from the painting box.  The result was ridges along the color lines, and grit all over the tanks, like a molted zimmerit paste.

It took a awhile to psychically recover from this screw up.  But, in the spirit of clearing out all the miscellaneous bits and pieces before the next  big project, I trudged to the finish.  The results……..well……..(let’s blame it on the bad lighting).  If they look glossy, it’s because I finished them in gloss coat.  Perverse, but they seem to look better this way.

Undeterred from this episode I bought some more late German and Soviets.  Exotics.  What started out as a “let’s get a few late-war tanks and fight in an urban setting” has ballooned into something else.  And, don’t even get me started on the continued scale printing problems with the paper buildings.

During this sad process, I picked up a copy of Stalin’s Tanks.  Had read some positive comments, and remembered it as something I thought about buying way back when.  The hope is I can mash up this rule set along with Tanks!  to add a little depth  to a beer and pretzels game from another beer and pretzels game.

Der Weltkrieg – World War I Operational Combat

Since World War One is no longer trending, the contrarian in me says it’s safe to start playing this operational series.

I’ve purchased several of the titles, and have been waiting for some time to engage with, get comfortable with the rules, and play a bunch of them.  What initially attracted me to the series was the number of East Front games (now consolidated into a single package) and its coverage of the Ottomans.  I also picked up the Italian Front game (really cheap on E-Bay) for when I feel like just bogging down in attritional nihilism.

Each game comes with a copy of the basic rules, along with scenario(s) specific rules

At first glance, this appears to be a typical hex and counter operational series.  Railroads enhance movement, headquarters effect supply, supply and supply lines effect combat, units have zones of control, fortresses and trenches aide the defender, and artillery units have special rules.   Turns are monthly, with each month starting with a trench completion and initiation phase, and then four phases per side.  Both players have reinforcement arrival, movement, combat, and replacement/recombination phases.  Reinforcement schedules are shown along with the initial orders of battle.

But, there are two major and one minor differences from other operational games.

The first involves terrain.  Each hex side can have multiple types of terrain.  The defender is allowed to choose the terrain through which he is attacked. For example, if the  attack hex side has both clear and rough terrain, the defender can choose the rough terrain, and enjoy the appropriate combat modifier.  Terrain also effects movement, in that the player can “weave” his way through clear or lower cost hex sides.  To me, this non-linear “weaving” is like following a valley that twists between hillsides.

Closeup Showing Multiple Terrain Types Per Hex Side

The second difference involves combat.  The attacker uses a standard means of calculating attack strength; adding attack points and modifying for (defender chosen) terrain.  A single die is rolled and cross referenced with the Combat Results Table (CRT) Before any losses are taken, the defender can choose to retreat one hex and reduce his losses by 1/3.  If not, the defender counterattacks.  The defender totals his strength points, multiplies them by three (artillery only doubled), and makes the appropriate adjust for terrain (that he initially picked).  The effects are again cross referenced on the CRT.  The triple strength counterattacks can really give the attacker a bloody nose.

The minor difference is how replacements are handled.  Replacement points are received, but must be formed into “battalions of march” and either marched or railroaded to a headquarters for integration into a co-located unit.  Recombination is simply combining two co-located below strength units into one.

I’ve set up Galicia: The Forgotten Cauldron  twice now.  Both times on surfaces that had to be cleared to accommodate guests.  This time it’s going up in “my” room and it will be completed.  It is also to enjoyable and educational to follow the narrative of both Collision of Empires and Written In Blood on the maps.  I was able to pick up both titles on Kindle for $1.99 each last Fall.  The only problem is that some of the towns in the narrative are not represented in the game battle maps.

Initial Set Up. Pre-Mobilization August 1914.

I really like what Designer David Schroeder has done.  He still maintains a website, but the series is now distributed by Decision Games.

And Another…..Another

OK, this is small and pathetic….but it’s the last piece for my 15mm British colonial forces.

15mm

This particular group goes back to my Kansas City days, and the great, unrealized, World At War 1898 project.  I sold off my French figures, but kept one large unit of Highlanders.  Sometime last year, I re-discovered a cache of unpainted Sikh, British and miscellaneous Minifigs, and decided to paint them up.  The plan is to use them in a campaign against my Arab hordes (what a versatile force….good for late Ancients through the 19th Century).   The idea of a campaign also provided the motivation to order and paint baggage camels, and other domesticated animals for proper camps and baggage trains.

After some research using the usual resources,  I decided to use a couple of rule. The first is Soldiers of the Queen.

Soldiers of the queen

 

I have a weakness for Tabletop Games figures and rules.  Don’t know why.  This a fairly straight-ahead 19th century colonial proposition, but livened up with event cards, and a number of army lists for various sized forces.  This flexibility in army size is a very good thing for a campaign game.

The other is Science vs. Pluck.

science

This not just a set of rules, but also compendium of ideas, a character creation resource and source of general information.  It is designed for the Sudan, and to be played  with an umpire.  I think it’s more versatile than that.  Long out of print, it is available for download at The Wargamevault.

Don’t know when I’ll get the figures out on the table, but it is nice to have the painting finished.