Common Sense Wargaming

Really enjoyed starting up a Kriegsspiel scenario.

Used the old Programmed Wargame Scenarios book.  One of the first to introduce random events and personalities into a solo-friendly context.  Also used a log to keep track of events.

 

KSpiel is intuitive to me. Work with the maps, the contours, basic concepts involving reconnasiance, and security, as well as some period knowledge about Prussian tactics.  The latter is covered in the Two Fat Lardies rules.

This allows you to just play the game.

I used a company scale, with three to a battalion, three battalions to a regiment, with three regiments to a  division.  Each side had one division of infantry, along with attached cavalry squadrons.

The scenario called for Blue to have an advance force at a river crossing and to hold that crossing until reinforcements arrived.  Red’s mission was to take the crossing.  Both Red and Blue reinforcements (variable timing) had to enter the map from a programmed point (die determined).

I changed the scale from the prescribed 2 minutes per turn to 15 minutes, with an adjustment to movement rates.  Risk game blocks designated regimental and division commanders.

Here are a few photos.  As always, had to pack it up to go somewhere else.

Red Cavalry Occupying Village While First Regiment Advances. Note Blue Cavalry Picquets.

 

Red Continues Advance.

 

Red Infantry Deploys In Town. Red Block Is Divison Commander
Red Skirmishers Out For Firefight To Prep Objective. Second Regiment Advancing.
Blue Reinforcements Advancing. Red Third Battalion In Column For Assault. Note Blue Has Been Attrited. Solid Red Block Indicates Loss Of Half Strength. Small Red Block Is Messenger To Cavalry Unit To Scout For Ford.

Fall Grun – What Was He Thinking?

After two gratuitous posts, here’s (hopefully) something of substance, and very late getting to the blog.

A couple of weeks ago, Tim and I played Fall Grun, a Europa game covering the proposed German invasion of Czechoslovakia in 1938.  The hypothetical conflict was previously covered by both Command and Strategy and Tactics magazines.  In each of our three “games”, Tim had the Czechs.

This iteration is published  by New Europa Games, using John Astell’s Blitzkrieg Unleashed rules.  Mr. Astell’s involvement with the Europa system goes back to, I think, the inception.  The rules closely follow the Europa template, but involve some interesting changes to ZOCs and Overruns.

The New Europa website is apparently dormant, but has been an excellent source for variant counters.  Also, a game anticipating a Hungarian-Roumanian war in wake of the Czech conflict is supposedly in the making.  That would be fun.

The game components are of high quality, however the lack of comprehensive charts presupposes ownership of other Europa games.  The map is vinyl.  Apparently this is cheaper to produce than a paper map.  The only downside is that the creases are more obstinate than  paper, requiring some improvisational and forceful re-shaping

The Germans have their work cut out for them.  The Czech’s have a quality army that receives strong infantry and armored reinforcements very early in the game.  The German initial deployment is rather “even”, without any real point of main effort.  Many German units, especially valuable engineers and artillery regiments, are placed some distance back from the Czech-German border, and require time to assemble or move to contributory locations.  There is also the possibility of Soviet intervention of the Czech side, with also a desulatory appearance by the anti-Czech Poles obsessing over three hexes.

The real German strength is their airforce.  Many units, well suited to ground support, but with fighter cover that lacks range and (initially) limited airfields close to the Czech border.  Also, Astell’s latest rules (early war) allow positive combat modifiers for an armored mix as low as 10 percent of the attacking forces.

After setup, we played the initial two turns.   I dutifully went through the Blitzkrieg playbook using the first turn to annilihate the Czech airforce and mass units for border attacks.  Tim countered, and my attacks stalled.  And, that was that.  A learning experience.  Reset for Saturday.

Well, Friday was a learning experience, but not a good one for me.  Still allocated aircraft to airfield attacks, but this time I had deployed my engineer units to quick construct airfields, or move into positiion close to the border to construct them on Turn Two.  I concentrated my attacks to the southeast and southwest of Prague, hoping to isolate Prague from the strong Czech units facing Vienna.

Initial Setup. That Vinyl Map Needed Anchoring
Germans Attempt To Isolate Prague
Limited Gains

Weather.  Why worry about it, right?  Never a thought.  It’s October…….crisp fall weather.  Oh…….then just roll on the weather table  for …..MUD.  Ugh…..bad, bad amateur move.  It stings even three weeks later.

OK, give it one more try.  Another set up after dinner.  Same bloody result.  This time, more aggressive, greater gains.  But, again, MUD.

New Game….Same Result….Stalled

No wonder the General Staff was ready for a putsch.  Tough army, difficult terrain, limited mechanized advantage, and an untried airforce lacking airfields.  And, also, MUD.

I don’t know if Tim is ready for it, but I’d like to switch sides and see what he can do.  He’s good, very good.  But this is quite a challenge.

Good game in the tradition that is all best about the Europa system.  And, given the strange and terrible saga of this system, it’s best to remember the good.

Never Say Never

Gave in and decided to go with DBA 3.  Haven’t been overwhelmed with the differences in scale, and the introduction of “solid” troop types.  Well, maybe because I don’t have the Army Lists.  Still, the addition of “Threat Zones” extending out one stand width from all units precludes unlikely gymnastics, and forcing a fight or withdrawal.

So, the tournament is back on.  First round involved Swiss and Condotti.  Condotti scored an unlikely upset by turning the Swiss flank moving through bad going, and forcing a Swiss charge into Mounted Knights.  Another tactical lesson learned.

Next up, Burgundian Ordannance.

 

Goodbye To All That

Packaging up the last of some 35 games sold over the last few months.  Running out of space.  Many had been played.  Rules read for others, but no great motivation to get them on the table.  So, cull the herd.

In the midst of this mayhem, I found a thread over at boardgamegeek.  I thought I had a collection!  Nothing compared to some of these men.

Now have to play the ones I have.

In A Rut

Opened up a box and it jumped right out at me!  “It” is an old S&T magaizine game, Saipan.

Why not?  It’s solitaire and is the first game I’ve ever played that has any of my old units in it (2/24 and HQ 24th Marines).

It’s another slog.  Wristage and more wristage; have to reduce 88 (yes 88!), Japanese fortifications, plus the chance of encountering Japanese troops every hex you move into (except destroyed fortifications).  Lots of rolling to do.  I can handle that, but what’s vexing is the step losses.  Yes, one has to use numbered chits to designate losses.  Ugh.

All that griping aside, the system seems viable, with NGF, Air support, Japanese coastal defenses, and reasonable command and control (called Lines Of Communication) rules for Division and Regimental HQs.  All in all, the game seems a reasonable representation of a meat grinder of a campaign.

I have Bloody Buna on the table and now this damn thing.  It is a rut!  Need to get an East Front game out (and not Stalingrad) next!

Mangled Turn 1, forgetting Japanese reactions to Marine movement.  But, it was an easy re-set.  Will try it again tonight.

Ready To Grind

 

More Table Fun

Been playing another small game.  It’s a game with a war theme, so I guess it is a war game.  Realism…….not so much.  Entertainment and Fun……so much.

It’s Pocket Landship, a PNP game I stumbled across over at Boardgamegeek.

The link is for the updated version, with more options and better graphics.  The original looks like this when set up.

No, The Cards Are Not Huge. Yes, The Dice Are Very, Very, Small.

Game is simple and elegant.  In the basic game, you control one Landship, with three components – Hull, Sponson, and Gun.  The enemy has six random elements, including infantry, artillery and other land ships.  Only the front three are in play at any one time.  Roll three die for the enemy.  Assign lowest die to the left unit, and other two in ascending order.  See what happens.  For your Landship, roll three die and allocate as best you can. If you destroy one enemy element, another moves up.  Last Man Standing wins.

Fun and compact.  As the say, a great “filler” game.  Just like TAC, buy this one before it gets snapped up, pimped up, and priced up!

 

Table Fun

Undertook a mini project when TAD.  It was TAC – Table Air Combat.

This is a simple, fun, inexpensive WWII aerial combat game with a wide variety of aircraft types.  It can be found over at Wargamevault.

You get a PDF copy of the rules with each aircraft type.  The PDF is very well done.  Other help is available for free download.

The aircraft maneuvering card includes all the information you need to fly the aircraft, so after a few plays, and familiar with the general rules, you can seamlessly transition to any aircraft you like.

The counters show a single aircraft on one side, and two aircraft on the other I’m thinking about mounting 1/700 aircraft on a counter for a 3-D effect.

Speaking of 3-D, the system incorporates “energy” as a means of simulating vertical maneuver.  The concept is simple, an aircraft can gain energy by climbing (reducing linear movement), which allows it to gain speed in a dive.

The footprint is very small, making it a great travel game.

For what it is…..it’s great!

Rules are well illustrated, easy to understand and have great graphic qualities.
BF 109-E Turning Into A Polikarpov I-16. Note Data On Manuever Care.

A Little Bloodier

Was able to get through about 12 turns of Bloody Buna before I left for latest elder-care iteration.

It’s easy to understand why the response to this game was muted. Supply is everything, and there isn’t enough of it. Unlike many games where new supply counters are generated every turn, or MSRs linking supply sources to units are lengthy and developed, this game has short MSRs (2-4 hexes), and a very limited number of supply counters.

The result is the need to accept attrition die rolls as the cost of conducting business. While Allied units can huddle in defensive positions near supply sources, they will have to conduct operations far from these sources in order to win. The Japanese face a dwindling level of supply as the campaign progresses, and will have to hold on to their gains in order to eke out at least a marginal victory.

This isn’t the Western Desert. No booming and zooming.

So far, the Japanese were able to advance to Kokoda, eliminating Australian units that were tasked with a delay/defend mission. However, the Japanese are now on half-supply.

Another Japanese force moved east of Buna to cut off Allied forces that had moved west from Milne Bay. Again, both sides will soon be out of supply and subject to random attrition and accompanying loss of combat power.

I’m charmed by this game, if only because of the limitations created by factors taken for granted in so many other games.

Here’s a couple of bad pics depicting the Japanese attack on Kokoda, and the situation when I left.  Number chits indicate supply turns remaining.

 

 

Kriegsspiel Box

Bought the unfinished box down at Hobby Lobby.  Stained it, and now I have a nice atmospheric place to stow my blocks and other instruments of war.

My grandfather was trained as a civil engineer, and these tools were his back in the early 20th century.  Nice way to measure things, and a congenial way to play the game.

Slow But Not Yet Bloody

Back to playing the Campaign game for Bloody Buna.  Not for the time challenged, as it extends for 43 turns.  The game develops slowly, just like that Sloth/Pictionary commercial that is thankfully off the air now.

The potential for unit attrition dictates modest rates of advance and husbanding of supplies.  Units are battalions or companies, so it is ant-tastic.  But, these can be powerful ants, with the ability to generate high-odds attacks even in unfavorable terrain.

The Japanese have some interesting victory conditions that allow them to not have to take Port Moresby or Milne Bay, but simply threaten it.  This puts the onus on the Allies to contain the Japanese advance, and then roll it back literally to their start point in the vicinity of Buna.

Will post up game summary soon.