All posts by Ralph

Back Home

It’s Summer!

Not the best time to wargame.  Too much fun to be had outdoors.  But,  you can’t spend all of your time outside.  So, a couple of lightweight endeavours for the next couple of months.

The Irregular Wars campaign is on hold, and the “Small Table” is now set up for Advanced Squad Leader Starter Kit (ASLSK) scenarios.  My philosophy with ASLSK is that one has to keep playing it or lose all rules chops.  There is enough rulebook referencing when conversant, so a prolonged absence can make things painfull.  I’m going to take it easy and cherry-pick one-mappers, and maybe maintain momentum into the Fall.

While  figure purchases are on  indefinite hold,  but  I have the itch to build something, I dug up an aircraft model to use in my Red Actions game.  To do it right I need to learn how to “rig up” a biplane.  Things could get frustrating, but what the hell…….

Almost

Was going to title this post “Abject Failure”, but decided that was a little harsh and I need to cling to some shreds of self-respect.

I didn’t finish the game.  In fact, I couldn’t even finish the Central Powers’ turn.  I just had to role for the attacks.  I could use guests as an excuse, but it was probably  the prospect of failure, as the outcomes were grim, and I was hoping for an (more fun) ahistorical outcome.

Here’s where I’m at.

Despite my malingering, I am intrigued by this game.  Lots of options for the Central Powers.

The intriguing peripheral strategy is constrained by a limited ability to move reinforcements to Salonika much less the Middle East.  Yes,  Allied resources can be diverted from the Western Front, but the chances for the Central Powers to force game altering outcomes outside of the West seem very limited.

Maybe their chances are improved using the optional East Front rules, creating additional victory point possibilities, or by playing the 1919 scenario, putting the onus on the Allies to conduct attacks, with the possibility of losing victory points due to losses, and allowing additional time to develop strategies in the east.

Well, to be continued (sure, easy to say) in September when I return to the Sunfish Capital of the World.

The Kaiser’s War – Allies Turn 2 and Central Powers Turn 3

The Allies added three (3) Italian and one (1) US Army during their mobilization phase.  The Italians will arrive at the beginning of Turn 3, with the US Army not arriving until Turn 4.

Arriving Allied units were fed into gaps on the Western Front and Italy.  A French army sailed to and arrived in Salonika. The Allies did not mount any attacks, content to remain on the defensive this turn.

At the end of the turn, the Victory Point count was Central Powers @ 132 and Allies @ 60.  This would be a significant Allied victory if the game ended.

The calculation of victory points is a little different.  Each country has a basic victory point production of 43 points.  I had to figure that out myself.  These points are for Major Capitals, Resource Centers and Political Cities occupied at the beginning of the game.  My understanding is that these points (+/- points for enemy capitals, resources, political cities taken) are added at the beginning of the turn to the net victory points calculated at the end of the preceeding turn.

Here are the three major theaters and the end of the game turn.

The Central Powers started Turn 3 by mobilizing one shock army and deploying the few units they had (or could) mobilize at the beginning of Turn 2.  Another series of shock army attacks on the Western Front drove back the newly arrived US Army.  They managed to avoid elimination by a fortunate die roll.
To the East, continued attacks drove Allied units back into Rome and Genoa.  These will be tough cities to capture, but are needed for victory points.
German, Austrian and Bulgarian armies continued to advance in Salonika, eliminating the original French Army.
One aspect of the rules that takes some getting used to are Zones of Control (ZOC).  Unlike many other games,  friendly units (except those representing fortified zones, or trench lines) do not negate enemy zones.  So, a unit can be eliminated if retreating through a friendly hex in a enemy ZOC, or if a supply line runs through a friendly unit, but that unit is in an enemy ZOC.

The Kaisers War – Central Powers Turn 2

The Central Powers continued their attacks both in Italy and along the Western Front.

In Italy the attacks came up just short of capturing Genoa, but did expand Turn One’s gains along the Adriatic.

Two British armies were pinned along the coast and destroyed near Calais.  German units are now adjacent to Paris.

Combined German and Austrian attacks captured Salonika, cutting off Allied armies from that port.

Here are photos of each front showing dispositions at the end of the turn.

The Kaiser’s War – Allies Turn 1

Unlike the Central Powers, the Allies have no limitations effecting their Turn 1 Mobilization Phase.  Italian, French and British armies are mobilized (cannot enter until Turn 2), and a US army with Pershing’s headquarters, already mobilized, is sailing to France.  This will all cost victory points, but the situation in Italy is bordering on the desperate, and additional units are needed for operational flexibility (that’s a nice euphemism for “jeez I have no idea what might happen next”).
In Italy, a very weak defense has been strung out to (hopefully) delay the Central Powers until reinforcements arrive.  In the West, a fairly strong defense has been established north of Paris.  British forces are advancing towards Beirut and moving west of Baghdad.
Here’s the situation in Salonika, Italy, and Western Front

What’s In Here?

While pawing through a closet I found a WalMart plastic bag.  “What The Hell Is This?”. Well, this is this…….

Forgot I had put together small Central Asian and Russian forces for “The Men Who Would Be Kings” last summer/fall.  Purchased them over at wargamevault.com
I did bring a game mat (if you can call a bolt of sand colored cloth purchased at Jo Ann’s Fabrics a game mat) with me.  The intent was to break out my World Of Fun Napoleonics and mess around with the Valour and Fortitude rules on the dining room table at some point during my stay.  That might still happen.
But, why not a couple of quick and fun games with these?

The Kaiser’s War – Central Powers Turn 1

Finished up the Central Powers’ turn.  Went all-in for both the Western and Italian Front offensives.  Used up victory points  to provide Maximum Attack Supply (which doubles unit attack values) in order to get odds of 5:1.
Each side has two combat phases (consecutive) per turn where any units can attack. With a Defender Panic combat result the defenders are eliminated if they roll a D6 greater than their movement allowance (most units have a movement allowance of “3”).  If not eliminated, they must retreat a number of hexes equal to that die roll.
The results were mixed.  In the West, the attacks were successful in forcing the engaged British units to retreat.  However, they did so in good order and were not eliminated.  A different story in Italy, where two Italian units were destroyed and a gaping hole opened (Caparetto).
Further east, Central Powers armies are massing along the Salonika Front.
Here are a photographs of the Western and Italian Fronts, respectively.

Kaiser’s War – Initial Dispositions

My resolve remains high.  Set up and ready to play.

With my usual lack of imagination, the Central Powers (CP)  focus is on The Western Front and Italy.  No ahistorical play right now.

The rules highly incentivize the CP player to attack in the West.  Tempting bonuses for using Storm units and occupying Allied (A) trenchlines at the end of Turn 1.

Here’s the situation in the West, followed by that in the East.  Play starts tomorrow…..I mean it!

 

This Time I Really Mean It

Boardgame Geek has a wargame forum thread entitled something like “What’s Your Table Look Like”.

Well, my table here in the Sunfish Capital of the World has been dipped in amber.  I’ve had The Kaiser’s War: 1918 on a card table for well….this is the third calendar year.  I think the initial map placement was in Fall 2022.

I’m setting it up now.  All credit to the dreary, rainy, windy weather of the past two weeks.  Yes, the forecast for the next several days is good, but it is now a matter of pride.

So, what approach to take?  Option Number One is a well thought out consideration of the strategic situation and painstaking referrals to the rules.  Option Number Two is just play the damn game.  I’m going with Option Number Two.

Not that I have something else lined up, but I’m genuinely curious how this system will play, especially since it has – by definition – many of the same “option(s) of difficulties” encountered in Paths of Glory and Pursuit of Glory, but using a traditional hex and counter approach without event cards or even random events.

Here’s a quick shot of the map with sorted counters and the beginnings of the Allied set-up.

I’ll finish the set-up tomorrow and get at it….really…..I mean it this time…..

Where Am I?

Only a couple of weeks until heading East to  the Sunfish Capital of The World, one other game to play and it’s time to move on from Irregular Wars.

The game in question is Serbia Defiant from the Der Weltkrieg series.  Need a quick play-thru to justify the time it’s been taking up table space (months!).

But first, a summary of the plot lines in the East African Renaissance Campaign.  Need to get this down.  When I resurrected it a few months ago, there was considerable forensic effort needed to get the campaign back on track.  So, here goes; by faction with a map for reference

Behefe:  Now the campaign’s most intriguing faction.  Ruler Bey Mahir’s status received a boost due to his critical help to Neo when they were attacked by Sanwa.  The Persian mercenary, Bey Heydar also received accolades for his skillful handling not only of his contingent, but working with the Neons.  Could Bey Mahir, with Neo support, turn on his mentor, Sultan Efe of Mweyne?

Neo:  Has their leader Sisay profited from his experience?  Has he shrugged off his reputation for being “shy”?  Will Neo go on the offensive to quell any further threats from Sanwa?

Sanwa:  The reputations of both Tamrat, and the mystic leader Kibwe Nkruma have suffered due to their defeat.  Will they seek revenge, or be deposed?

Kattego:  Will Kattego take advantage of any unrest in Sanwa and  seek revenge for their previous defeat?  Will Ormar remain their leader?

Ekene:  Will the Portuguese become more aggressive given possible unrest in Kattego and Sanwa?

Ottomans:   With their victory at Temple Hill, will the Ottomans continue to focus on an overland advance along the coast, or attempt another  seaborne landing?

Chinese:  Will they commit to an alliance with Mweyne?

Mweyne:  Will Sultan Efe be challenged by his protege Bey Mahir of Behefe?  How can he persuade the Chinese to become his military ally and trade partner?