New Project – Progress

Have spent a lot of time over the past week working on the Middle/Near East/Central Asia Village project.  Lots of blood, sweat and spackle.

Finally have them primed and spot painted, ready for brush and dry brush work.  I “spot painted” most of the buildings with random swatches of desert sand, medium green, and light brown spray to break up the under shading once I start dry brushing.  Dunno, worth a try.

There is a mosque, two large houses, two small houses, and a market building.  I think the scale is about right, and am anxious to get them on the table.  The minaret is problematic right now.  Have to figure out where/how to attach it.  So, it looks a little wonky in the photos.

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Even More Drive on Washington – GBACW

Completed Turns 9 and 10 for Drive on Washington.

The Confederates have finally crossed the “Discovered” ford in strength. One of Gordon’s Regiments attempts to pin Truex’s Union division, while the remainder attempt to flank Truex to the south, opening the way to Washington DC. Maruading Rebel cavalry charges a limbered Union artillery battery but, implausibly, fails and is locked in melee. The belagured artillerymen are saved by a timely charge by one of Truex’s brigades and the Southern cavalry retreats. Truex’s division begins a fighting withdrawl to the southeast in an attempt to thwart Gordon’s envelopment.

At the Railroad Bridge, Ramseur’s division begins a prolonged firefight with Rickett’s Union division. Further north, Rodes attack against Tyler’s Federals fails and Clendon’s outnumbered Union cavalry shatters Grimes’ brigade’s charge across the southernmost ford.

The Southern attacks aimed at the two northern fords and the Railroad Bridge have stalled, and their is little prospect for success.

While Gordon’s division has pushed Truex’s division back towards Washington, they running out of time.

In Drive on Washington, victory points are assigned not only for units destroyed or captured, but also for the number of Confederate units that can exit the map on the two roads leading to Washington DC. The number of factors that exit the map are multiplied by a factor based on how early in the game this occurs. The best chance for a decisive Confederate victory is to exit the map prior to the beginning of Turn 12, so the next two turns are critical.

Turn 9: Gordon Pins Truex and Begins Flanking March
Turn 9: Gordon Pins Truex and Begins Flanking March
Turn 9: Rodes' Attacks At The Northern Fords Stall
Turn 9: Rodes’ Attacks At The Northern Fords Stall
Turn 10: Truex Begins A Fighting Withdrawl Towards The Washington Pike. Firefight at The Railroad Bridge Continues
Turn 10: Truex Begins A Fighting Withdrawl Towards The Washington Pike. Firefight at The Railroad Bridge Continues
Turn 10: Rodes Cannot Make Against Tyler or Clendon
Turn 10: Rodes Cannot Make Headway Against Tyler or Clendon

 

More Drive On Washington – GBACW

Quick post.  Was hoping to get two turns in but sidetracked by Negronis and Twilight Zone Marathon.

Cranked out Turn 7.  Confederates started moving across the discovered ford, but were stopped cold in their assault attempts across the lower Monocacy.  Even little two strength units can (especially during the defensive fire phase), with a not too improbable roll, slap a Pin result on a powerful stack, freezing them up for a turn.  Makes forcing a bridge a tough – resisted the temptation to use dicey – proposition.  Especially difficult when you lack artillery assets.

Here’s the situation at the end of the turn.

Confederates Crossing The Ford, With Federals Formed In Defense - Attack Across The Railroad Bridge Stalls
Confederates Crossing The Ford, With Federals Formed In Defense – Attack Across The Railroad Bridge Stalls
Northern Confederate Attacks Stopped By Outnumbered Union Troops
Northern Confederate Attacks Stopped By Outnumbered Union Troops

 

New Project

Decided to focus on putting together the ubiquitous Middle Eastern and/or Central Asian town and/or village for Back of Beyond and/or battles with Renaissance Turks and/or Persians.  OK, I will  not and/or again.

This is a project well suited for my (lack of) modeling capabilities.  My architectural models make the town in Cabinet of Dr. Caligari look like the work of Mies Van Der Rohe.  No square corners, even walls, or precision cuts required for this one.  Just get a sharp skill knife, plenty of foamcore and balsa, lather on the Elmers, cover up most defects with spackle and voila!

Plan to have two large homes, one smaller house, market building and a mosque.  Should spruce things up on the table.  Won’t terrify you with work in progress photos.  However, here’s a couple of shots of things after the carnage of basic construction.  Will add domes, awnings and other domestic touches over the next few days.

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Drive on Washington – GBACW

Christmas is over and company’s gone.  First opportunity to get back to Drive on Washington for about a week.

This is a simulation of the Battle of Monocacy, where, depending on who you read, a Confederate attack on Washington DC was stopped by General Lew Wallace of (later) Ben Hur fame.

This SPI game is supposedly hard to find judging by the price out on EBay.  I picked up a copy on the cheap a couple of years ago, and like most things, it was a little too good of a price to be true.  The box was badly battered, and the rules looked like they had been last used to house train a dog.  Still, the map was in great shape and all the counters appeared to be present.  Wrong again.  Missing three counters; one Confederate leader and two Union units.  Still, I can play the game.

Union forces are deployed at fords or bridges along the Monocacy River in an attempt to guard approaches to Washington DC.  Four separate Confederate divisions are placed in general areas, poised to attack, but must first by activated by their overall commander, General Jubal Early.  Early’s arrival is rolled for each turn, with a roll equal to or less than the game turn placing him on the map.  Division activation occurs when Early passes within ten hexes of a division commander.  The division may move the turn after it is activated.  The Confederates may also search for a ford on the Union left.  The discovery of the ford is handled  by a random chit pull.  The Union may destroy the “Wooden Bridge” denying the Confederates one crossing point by rolling a one or two, but cannot destroy the Railroad Bridge.  The bridge to the right of the Union line is weakly defended, but some distance from the Washington turnpike.

It took four turns to find the ford, six turns for the entire Confederate force to be activated and moving, and three turns to  burn the Wooden Bridge.

The stage is set for a series of sharp and vicious fights to force the bridges and known ford, or to quickly locate the ford on the Union right, and envelop the forces deployed along the Monocacy River.

As with my other games playing the Great Battles of the American Civil War (GBACW) system, fire combat is not always  bloody, but in most cases will stop an attack through either a rout or pin result.  By 1864, Union cavalry units had carbines.  Their 5x adjacent hex firepower stopped Rebel cavalry from seizing key terrain on the Union left, allowing Truex more time to react to Gordon’s division moving across the now discovered ford.

By Turn Six, the game was really moving.  Here’s a few photos showing the situation before and after the turn.

Confederate Forces Approach The Ford Near the Union Center
Confederate Forces Approach The Ford Near the Union Center
Union Center. Wooden Bridge burned, with Truex moving to stop Gordon's Confederates. McClean dug in to defend the Railroad Bridge
Union Center. Wooden Bridge burned, with Truex moving to stop Gordon’s Confederates. McClean dug in to defend the Railroad Bridge
Confederate Attacks Stall. Bridge on Union Right at Right of Photo
Confederate Attacks Stall. Bridge on Union Right at Right of Photo
Confederate cavalry repulsed. Gordon poised to cross the now discovered ford as Truex begins to deploy.
Confederate cavalry repulsed. Gordon poised to cross the now discovered ford as Truex begins to deploy.

I’ll pick up the narrative after Turn 7.

 

Fall Grun – Europa

Most, if not all, Grognards are familiar with the strange and terrible saga of the Europa gaming system. For those of you who are not, here’s a summary of events up to 2013, as well as a trenchant series of exchanges about more recent developments.  Their signature East Front game, Total War, has been in a strange legal-sloth-hand-of-fate purgatory for years. The website is virtually dormant, indicating no news is bad news.

Fortunately, there is some hope. A group of Europa Diehards have continued to play and discuss the game, with one intrepid soul actually publishing a new game.

Timothy Davis’ effort covers the hypothetical German invasion of Czechoslovakia in 1938 using rules published by John Astell. Astell was a major figure in the early days of the Europa system, and, apparently retained publishing rights. This rule set is “Blitzkrieg Unending.” Tim’s company is New Europa Games and Variants.

I contacted Tim through the company’s website last month. He was working his way through some printing/publishing problems with the Europa variant counters. However, he still found the time to ship me a copy of Fall Grun.

I like it!

It does have the feel of a Beta. The rules have some gaps, the charts are nothing extraordinary and the map is printed on less expensive vinyl. But it’s a quality job and very similar to Europa. So why in the hell couldn’t the HMS/GRD folks do this? Tim’s published a quality product – especially for experienced Europa players who can fill in the gaps – and offers it for a relatively low price. OK, the question is rhetorical since it’s well known that there are all kinds of legal/creditor/investor issues hobbling HMS/GRD…..but just get the bloody game out.

Back to Fall Grun. The counter symbols are slightly smaller than Europa, but the maps have the same feel with different colors for terrain and symbols for terrain features such as woods. Europa players would find most of the charts easy to work with. If one doesn’t like the vinyl map, use maps from the other games or contact Timothy about the availability of the more expensive paper maps. Yes, paper is more expensive than vinyl….Go Figure.

Timothy deserves kudos for his efforts!  His variant counters also look pretty damn good.

I hope my wargaming accomplice Tim and I get this on the table soon. Dunno, since there is talk about playing the East Africa scenario from Wavells War next.

Here are pictures of the game’s components. These were not taken with my IPhone!

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German Counters
German Counters
Czech and German Air Force Along With Soviet, Hungarian, Pole and Polish Air Units
Czech and German Air Force Along With Soviet, Hungarian, Pole and Polish Air Units
Vinyl Map
Vinyl Map

 

The Case For Repetition

Random thoughts the past few days about my wargaming being stuck in a rut. The past few months have been focused on GBACW, Red Actions!, Glory (War of Resistance) and Irregular Wars. I guess it’s time to move on to something different.

On the other hand, the consistent focus on these game systems allows me to enjoy them in some depth. There’s a tendency in our hobby to be a gadfly, moving from one period to another, accumulating lead or games that sit on the shelf or closet. I’m as guilty as anyone about that. I have cleaned up “Lead Mountain” to just a handful of figures, but the game shelf and closet is still full of unplayed games.

The temptation is to read the rules, give it a setup, play part way through and if the game doesn’t work, pack it up and put it back on the shelf. I’m trying to resist that.  Also, this repetition is a motive to get more in-depth about a period, battle, or war.  That’s why I bought Paddy Griffith’s  books.

I do own a number of games that are part of a series. That’s by design, even though I accumulated many of these games without having played one of them. Just went with recommendations I found on-line. Hopefully, I will find these games and gaming systems as enjoyable as others.

For now, I’ll stick with repetition, only with a new series of games. That’s appropriate for the New Year.

Battle of Cedar Mountain – GBACW

Finished up Cedar Mountain yesterday.   Took awhile, and that was a problem.  Tended to lose focus during sporadic 1+ turn sessions. Finally got serious and cranked out a number of successive turns to maintain momentum.

Still, a good game and enjoyable.  A classic encounter battle, with each side fighting to seize and hold four hexes representing key terrain.  Victory points are awarded for each turn a side controls a hex, as well the standard GBACW points for inflicting casualties on brigades and leaders.

Here’s a detailed account of the historical battle with an map from the excellent Obscure Battles website, recently featured in Web Grognards.

The rules are generally the same as Wilson’s Creek and Stonewall.  However, there is no ammunition depletion, and extra rules are added for artillery overshoot and target density in each hex.  Neither of these new rules had any material impact on gameplay.  Both sides were happy that rolling a one no longer involved the possibility of running out of ammunition.

Union forces deploy some distance from the victory hexes, with Confederate units entering the map throughout the game beginning with Turn One.

The Union units had the most favorable terrain for a quick advance, and established possession of the victory hexes.  Confederate entry speed was hampered by the lower stacking and movement rates in woods.  All of the fighting took place in the center of the map, in the area bounded by Cedar Run and the turnpike.

After the failure of an initial Confederate assault, arriving troops were sent on a flanking march around the Union left.  Although the initial assault by the flanking units was repulsed, the weakened Union units fell back under pressure, both in the center and left, establishing a horseshoe shaped perimeter in an attempt to conduct an orderly retreat.

Newly arrived Confederates, supported by the tattered remnants of units that had been fighting throughout the day, were able to cutoff any Union retreat.  The result was a decisive defeat for the Union, mitigated in Victory Points for the number of turns the Union had controlled the victory hexes.

This was a bloody game, with the aggressive Federal army suffering significant casualties.  Confederate units were also badly battered.

Why?

This spate of GBACW games piqued my interest in the Civil War.  One of my favorite military historians is the late Paddy Griffith.  Although he died (way too soon) several years ago, you can still access his website.  He once did me a very kind favor years ago.  But that’s the subject of a separate post.

Back on topic.  This spate of games (like to use spate) motivated me to buy two of Paddy’s books.  One I had owned years ago, but made the mistake of lending it to a Civil War enthusiastic colleague of mine, and as usually happens in that situation the book was swallowed up into the great void of “I can’t remember that”. This book, “Battle in the Civil War“, is an illustrated and very accessible version of his text heavy, and far more detailed,  “Battle Tactics of the Civil War“.  I decided to employ one of Paddy’s theses in this game.  BTW, both books are well worth the cost.

This thesis is that shock tactics were rarely used in the Civil War, but not because of the popular idea of the deadliness of rifled musket fire, but that the armies lacked the ability to coordinate this type of attack, and that by the time they did have the experience, both sides shied away from assaults during open battle (and this does not include the catastrophes of Cold Harbor, The Crater, et al) and were content to engage in lengthy fire-fights.

Confident that I am better than Franz Sigel or Dan Sickles, I launched a series of maniacal John Hood like melee combats.  For the most part, Richard Berg’s rules led to a bloody shambles.  Because…….Berg’s rules (and he is a wonderful game designer), allow low value musket and rifle fire, doubled, to either pin or rout units in the adjacent hex.  This especially benefits the defender, who can conduct defensive fire before the attackers can fire and move into the hex for melee.  An attack in depth is a possible solution.  Stack three attacking units in the hex, put your lowest valued unit on top because it will take the fire hit,  and hope that two of the three survive a morale check.  If the attackers are not pinned or routed, they may cause the defender to break and rout before contact is made.  This is somewhat consistent with Griffith’s observations that units would  break if faced with the threat of a melee.  My conclusion:  Paddy would have had a different design take on GBACW.

Anyway……….

Another enjoyable game, and I am putting “Drive on Washington” on the table for another (and probably my last) round of GBACW.

Here’s a series of photos to give some vague concept of what happened in the game.  I take a solemn vow that I will never, never, ever, use an IPhone for photos, and if for some reason I break this vow, I will always, always, always, turn on more lighting.  Not impaired, just pathetic.

Advancing Union Forces Occupy Victory Hexes
Advancing Union Forces Occupy Victory Hexes
Confederates Flank the Union Left
Confederates Flank the Union Left
Confederates Increase Pressure on Union Left
Confederates Increase Pressure on Union Left
Union Left Collapses
Union Left Collapses

 

 

 

Red Actions! – Ambush Scenario

Since I’m suffering from a bad case of painter’s block, decided to work on a simple Red Actions! scenario.

This will involve a mixed force of Germans, Partisans and Cavalry attacking a Chinese armed convoy, including a reaction force.

To add some randomness and re-playability, I put together three scenarios for the convoy.  The convoy is either clueless, cautious, or know something will happen.  These readiness states dictate vehicle dispersion, speed and use of the reaction force.

For the attackers, I’ve assigned numbers to each terrain feature for some variability in setup.  Some combinations could be tactically ill-advised.  We’ll see.

Here’s some photos of the set-up and first time messing around with the action.

Convoy Approaches. Germans in foreground, Partisans in woods, and cavalry behind ridge.
Convoy Approaches. Germans in foreground, Partisans in woods, and Cavalry behind ridge.
Convoy Closeup. Need to get a crew for the MG Pickup.
Convoy Closeup. Need to get a crew for the MG Pickup.
Lead Vehicles blasted off road by German machine guns.
Lead vehicles blasted off road by German machine guns.  Reaction Force in background.

 

War of Resistance – Tim’s Observations

Here are Tim’s comments….We plan to play this scenario one more time, hopefully between Xmas and New Year.

Weather was an issue. The rain, with the accompanying -1 die roll modifier and increased movement costs was a real problem for me. I was having to use units to cart supply to the front when I needed every body at the front.

I should have attacked your river transports much, much sooner. I was pleasantly surprised at how effective the one raid was.

I understand better why it is hard to use the factional units as cannon fodder. Even with their stacking limits, I still wonder if it would be possible to use them in good defensive terrain (rice paddies, or behind a river) hoping for an exchange or to buy time. I know its not really an issue in the context of the scenario but the Central Army 4-6 divisions can’t be replaced and the 3-5 divisions can be only replaced very slowly.

I hope you handed out lots of medals to your aviators. They gave their all and suffered accordingly! I wonder if the Chinese would be well advised to adopt a ‘fleet in being’ strategy for their air force. Having said that, I was sweating when your one naval patrol attack got through…

NGS is really important to the Japanese. I actually could have used it more than I did– I forgot that TFs can sail up the Yangtse as far as Nanjing.

Infantry having an exploit phase is nice. I often would launch an attack and then use the exploit phase to regroup my troops for your turn. I would create a big stack and then split them back up during the exploit phase.