Category Archives: World War II

SOPAC – The Reason Why

One reason to play wargames is to gain historical insight.  I had one the other day.

Started Turn 4 of my SOPAC scenario.  Unlike Turn 3, several powerful units of the Japanese Combined Fleet are available for deployment from Truk.

I had held on to  Japan’s  Savo Island Card for a Future Offensive.  One of the criticisms of Japanese strategy was its husbanding of the Combined Fleet for a climatic fleet encounter, somewhere east (the general location changed as their defensive perimeter was pushed outward in 1942) of the Home Islands.

So, what the hell, let’s play it…NOW!

This is a powerful card.  The Japanese can activate seven (7) units.  A task force with two (2) battleships and two (2) carriers sailed south, augmented by surface and air units from Rabaul.  The battle hex was Guadalcanal.

Allied forces successfully rolled to intercept the Japanese fleet, dispatching two (2) battleships, three (3) carriers, a cruiser and air units.  A critical element in the fleet composition was that all three (3) carriers were at reduced offensive and defensive strengths.

The Allies should have stayed  home and let the Japanese pound the Marines and Henderson Field.

The Japanese had 69 strength points compared to 62 for the Allies.  I’d call that a straight-up fight.  But, in EOTS, you roll for Combat Effectiveness – or what percentage of the strength points deployed actually count for the combat.

The Japanese rolled high, and all of their strength points could be used.  The Allies rolled low, so only a quarter of their strength points counted.  On top of this, the Japanese rolled very high – a nine (9).  This result creates a “Critical Hit”.  In EOTS, all units in a combat have to be reduced before a unit can be eliminated.  A Critical Hit allows for units to be eliminated without others  reduced first.

The Allied fleet was, for all intents and purposes, destroyed.  All carriers  were lost.  A  catastrophic defeat.

So, one can see why, at this point (unlike the situation at Midway) both sides were reluctant to engage in a decisive fleet action.  The fear of catastrophic loss outweighed the possibility of decisive success.

Here’s a screenshot.

Groza’s Gaining Momentum

Tim finished up the heavy lifting.  He dug into the OBs and put together the ground combat counters for Operation Groza – the Soviet’s hypothetical pre-emptive 1941 offensive against Germany. My job was to create the air units.

With this work complete, I set up the initial Axis dispositions.  Since the scenario is set in June/July 1941, the deployments are for an offensive, not one anticipating an attack.

Tim had to return my work due to my inability to follow the map’s boundary adjustments reflecting the two Vienna Awards, which changed Hungary’s and Romania’s borders.  It took a few attempts, but I think (haven’t heard anything recently…..he might have given up in disgust) it is now OK.  I can’t vouch for it militarily, since it is the classic case of too much frontage and too few units (are there ever enough?).

We plan to use the new Barbarossa Unleashed (BU) rules drafted up by John Astell and posted out on the Europa forum.  There may be instances where we have to go back to the old Scorched Earth rule set.  This will probably involve air unit replacement and production guidelines.  We’re also ready to try BU’s new optional Combat Results Table (CRT) and variable overrun rules.

Here’s screenshot of my northern dispositions.  How I yearn for low counter density!

SOPAC So Far – Reboot

Made it through the first turn of the SOPAC scenario (which is Turn 3 of the campaign game).

I’m pretty good with the Offensives Phase of the Sequence of Play.  Did have a major revelation, though.  Apparently any movement of a unit is considered an Offensive, and the destination is declared a Battle Hex.  So, my movement of two air units to a different base in Australia (see map screenshot below) results in that destination being declared a Battle Hex, with the possibility of the opponent making a Reaction Move if opposing units are within range.

Will have to do some research over at Boardgamegeek to confirm/deny this interpretation.

In any event, the Allies have landed at Guadalcanal, reinforced the initial landing, as well as moving units to New Guinea in preparation for an offensive out of Port Moresby.  The Japanese attempt to defeat the initial Guadalcanal landings with air and naval forces out of Rabaul was turned back with losses on both sides.

Any Japanese efforts during this initial turn are limited as the bulk of the Combined Fleet is in home waters, and not available until the following turn.  The Allies will also receive significant naval reinforcements during Turn 4.  Should be interesting.

Here’s a Vassal screen shot for the end of Turn 3.  The Area of Operations (AO) is outlined in the bottom right corner.

SOPAC – So Far

As threatened, I’ve plunged into  VASSAL to play Empire Of The Sun’s (EOTS) “South Pacific” scenario.

Turned out to be double learning curve.  First curve is working with VASSAL.  Have  made a couple of half-hearted attempts in the past, without any sustained or focused play.  As to the scenario, I was surprised how quickly I’d forgotten the rules since my last play with Tim back in July.

In retrospect, I should have read that post.  Repeated a couple mistakes I had noted.

This is a great learning scenario that allows you to focus on card draw mechanics, activation, movement and both air/naval, as well as ground battle phases in just one area of the map.  While the scenario allows for play (and the significant rules overhead involved) in the  China/Burma theaters, those regions are not critical for achieving victory.

VASSAL’s Log function is handy for “What the Hell have I done” references as it  records everything you do.  It also documents but  your “back button” adventures when the player decides to “un-do” a previous decision.  Vacillation can be amusing.

You can quickly change sides, which makes solitaire play a breeze.

I also like the screen shot option, which I intend to use for this blog as soon as I reset my first game.

More later…Game One of the World Series is starting……

Smoke

Been back for a couple of weeks and have enjoyed the last days of Summer.

Still playing ASLSK, getting in a least one turn each evening.  That seems to be plenty, especially since it’s the last activity of the day before shutting everything down.  I’m sure things will change when I return from my early Fall explorations of Western Wyoming.  Then it’s shut the place down, and dig in until April/May.

My great weakness (and I have several weaknesses when it comes to playing this system) is my seeming inability to use smoke.

Especially important when playing Starter Set #2.  This set introduces ordnance, which includes a variety of mortars.  While the system limits ordnance to Line of Sight (LOS) – as opposed to full ASL – even the puniest of mortars are invaluable for covering movement and mitigating the effects of defensive fire attacks.

I know, obvious.

ASLSK – Rules Maintenance

Set up another scenario.  Need to keep hammering the rules into my brain.

This one is S16, Legio Nostra Patria.  It’s a one-mapper, with Free French Legionnaires assaulting a German held town.

Here’s my initial set-up.  Top of the photo is East.

And here’s my plan.

The French need to occupy three of the multi- hex building highlighted in yellow.  They already occupy the building at bottom center  of the photo.

The red-circled German units will be suppressed, and with that accomplished, the squads will move towards the occupied multi-hex building and, from there move Northeast.

As I worked with my cheap photo markup app, I realized this is not a good initial deployment or  plan.  However, I’ll give it a try.  My own little “Defense of Duffer’s Drift”.

This Should Be Fun

Finally developing momentum getting Operation Groza, a Europa variant published way-too-long-ago in The Europa Magazine 23, to the virtual table.

Tim’s doing the heavy lifting, providing the JET module, Scorched Earth rules, and scans of the appropriate magazine pages with orders of battles, deployments, and special rules.

JET was/is an interesting creature.  Developed by Europa enthusiasts in Finland, it has fallen by the wayside (as has Europa) over the past couple of decades (gulp!  that long!).  Graphics are very crude by Vassal standards, but it is a good, intuitive, platform.  Tim and I used it in our Fall Of France game.

I’m heading out to The Sunfish Capital Of The World next week, so this will be an excellent off-site wargaming endeavor.

ASLSK Fun

Really enjoying my latest dive into ASLSK.

Set up another scenario and had quite the time.

“Over Open Sights” (S12) uses the same board and orientation as my previous game, but what a difference!

German avenues of approach have more cover and concealment, and the US has fewer units to cover these approaches.  However, the US artillery is lethal in a direct fire mode….if the gun can score a hit.

I’m loathe to put together detailed session reports as they will pale in comparison to others out there.  Grumble Jones is my favorite.  But, this game was so exciting I had to take a few photos.

This first one involves my initial attempt to use a cheap graphics app along with a cheap iPad pencil to mark up a photo.  It attempts to convey the initial positions of the Germans and their assaults, since I was already well into the game.  The initial US positions can be inferred by the MG counter on the right (east) , and routed unit on the left (left).

The German advance from the southeast stalled due to effective artillery fire, but the advance from the east ( really a sprint across the open ground – the scenario takes place in December so the fields are barren) was made possible by some remarkable shooting from the 50mm mortar.  Usually derided, this light mortar eliminated the machine gun crew as well as routed one artillery crew, thanks to low rolls which maintained its rate of fire, as well as abysmal morale check rolls for the US.

It was all but over by Turn 3…..or was it Turn 4?  I  started to pick the game up but then  remembered the US received reinforcements in Turn 4.  Unfortunately, I had grabbed the turn marker and couldn’t recall the turn.  So, I brought in the reinforcements anyway.  Things got interesting quick, because this plucky band checked the German advance.  This  change in fortunes was short-lived because, once again, good German shooting routed the newcomers.  The following shot shows the climatic assault on the artillery (used Melee marker to emphasize).

When the smoke had cleared, the Germans had attained their objective of capturing all three artillery positions.

Fun game.  Still struggling with some rules.  Need to remember ELRs and that casualty reduction is to half-squads, not reduced strength squads.

At Sea

Had a nice visit with Tim the other weekend.  We set up the South Pacific scenario for Empire Of The Sun.  This scenario is included in the latest edition, and also published separately in C3i Magazine.

We played the Plan Orange variant, also published in C3i, a few months ago.  Plan Orange posits an early 1930’s conflict and focuses on surface combat, with very limited air assets.  It’s a great way to “lean into” the system and did whet our appetite for more.  Good marketing.  There’s also a Burma variant, which just doesn’t appeal to me (as one BGG Comment contributor put it “just play the 1943 scenario on the big map” .

The South Pacific scenario has its own small map,  relatively low counter density and limited scope.  It’s perfect for a fun weekend and our proclivity for multiple resets.

And reset we did.  Were able to get three “games” in, none played to conclusion, due to rules and/or strategy miscues.  It’s always a learning experience.  In fact, our we did our first attempt “by the numbers” reading through each step using the Play Aids.

There are plenty of reviews out there, so I’ll focus on my personal lessons learned (that I can remember).

  1.  Read And Understand The Damn Cards:  Lots of information to digest and implement.
  2. Airfields Are Really Important:  Should be obvious, especially if one has read about the Bismarks Campaign.  They are focal points for operations, and extremely valuable for staging air assets to a Battle Hex.  Fundamental but sometimes forgotten.
  3. Understand The Sequence Of Assigning “Hits”:  Escort your carriers with plenty of surface vessels as they will absorb most, if not all, of the damage inflicted.
  4. Remember You Can Attrit Ground Units With Only Air Power:  You can’t kill them, but air attacks (CV or Land-Based) can flip them to the reduced side.  A possible strategy before an amphibious assault.
  5. Be Cool With the Air Naval Combat  Results Table:  Shown at the upper right hand corner of the link.  This is my least favorite part of the game.  So….you meticulously craft your offensive, are mindful of terrain etc and have the odds you want, but then have to roll on this bastard.  Roll a “One” and Blammo!, now at 50 percent strength. Ugh!!!
  6. Remember Inter-service Rivalries:  A big part of the game.  Both sides can rarely use both naval and army assets in the same offensive.

Back to Item 5.  I think I understand the rationale.  Take Midway (please).  Only a fraction of the US naval air even found the Japanese fleet.  And, when they did, the attacks were uncoordinated.  So, a reduction in combat effectiveness due to the unforeseen is not unreasonable at all.

Tim and I were so fired-up we’ve decided to play on Vassal.  I’ve started that process and……it’s a process.

ASLSK

Somehow managing a disciplined approach to Advanced Squad Leader Starter Kit 2.  Playing at least one turn every evening.  And….enjoying it.  Not yet a task – like some other games become.

Current scenario is “Priority Target” (S13).  The linked aslscenarioarchive.com is a nice resource, with a very serviceable search engine.

It’s a interesting six turn, one-mapper.   German paratroopers have jumped into Crete and must  destroy three (3) Bofors guns defended by a mixed Australian-Greek force.

Played four turns before things bogged down, so decided to re-set with just  a few changes for both offense and defense.  Game flow was pleasantly smooth.

Plan to start it up this evening.