Monthly Archives: March 2017

What Now?

Back from my trip and slowly cranking up the Spring/Summer planning, although the weather here is anything but Spring-like.  Lots to do and wargaming time will be at a premium.

Interesting Winter for gaming.  Emphasis on Tanks and Advanced Squad Leader.  Tanks filled the bill for a new game with fun rules, along with terrain and model building/painting projects.  ASL provided a means of playing with accumulated game inventory and expending any Christmas gift money.

D-Day at Omaha Beach and Patton’s Best were lost in the shuffle.   Stared at D-Day all the time.  Patton’s Best was sequestered in the trailer, and out of sight out of mind.

My DBA game gathered dust.  Just couldn’t get enthused about the campaign.

Write off D-Day and Patton’s Best.  Pack-em up for another day.

Intrigued by area movement games  Storm Over Arnhem and Thunder At Cassino.  Played Storm Over Stalingrad last summer and enjoyed it (but didn’t report it).  Fun, challenging and not over-complex.  So why not try these.

I’ll get that Early Renaissance DBA campaign going.  I will, I will, I will.

 

 

 

 

Tanks – Brit Cruisers Finished

Finished them up right before I left for a Southwest hike/bike/drink-beer-with-friends trip.

The A-9 didn’t have a power turret, and both A-9 and A-10 had a variety of mechanical problems.  The question I’m mulling is how to reflect that in the Tanks rules without starting down the slippery slope of too much chrome.

Instinct is to have a die roll if the tank moves more than 1 move in a turn.  Roll of six, tank breaks down, and must be repaired in the appropriate phase.  Maybe use the Bail-Out card, in which the crew abandons the tank and no firing that turn.  It’s an idea.

Here’s a hasty photo of them.  The two A-9s in the front.

Third World War -Tim’s Take

Here are his thoughts……

> 1)  I either should have reinforced my amphibious landing or withdrawn it.  I think it was a good idea, but the execution was a little flawed.  The Pact player has to take some risks to get across the Bosphorus.  Like the Rhine, it is almost impossible to breach using regular units.
> 2)  I wonder if it would be a good idea for the Yugoslavs to withdraw to Sarajevo and form a national redoubt.  they would probably last longer and tie down more Pact troops if they did.  I’m not familiar with Yugoslav defense planning in the 80s but I bet they actually thought about doing something similar (ie that plan might not be all that gamey…).
> 3)  My poor rolling on aircraft maintenance on turn 2 really hurt.  I was thinking about attacking Istanbul, but without air support, I had very little chance of taking it (basically I had to hope for an exchange).
> 4)  I wonder if it would be a good idea for NATO to use its air power in the first subimpulses of the Pact turn.  Pact units can’t attack during the second subimpulse if they’re in a ZOC and lowering the odds so attacks don’t succeed (meaning that the defenders don’t retreat) prevents units from being to move/attack in the second sub impulse.

 

 

 

Tanks…. Brit Cruisers

Purchased Plastic Soldier Company’s Cruiser Tanks.

Function of bad packaging by Zvezda and bad thinking by me.

Zvezda markets their Mk IV tank as a Crusader.  Not the case.  It’s actually an A13, which would have been just fine for my 1940 Brit vs. Germans skirmishes.  But no….overthought plus faulty research (there’s a great combination) resulted in the decision to make the purchase of PSC’s A9s and A10s.

Not a bad thing.  They’re fun, especially the wacky A-9.  But, the assembly process was something.  Not to complain, because any company that will create  quality models of this type of obscure and ineffective AFV is to be commended.  On the other hand, here’s a scan of the turret assembly.  OK, I’ve been spoiled by that snap-fit world……

 

There were problems.  I’ll ascribe those to my ham-fisted modeling techniques and lack of perceptional awareness.   It took me two tries to figure out that you build the turret from the bottom.  Yes, look at the damn thing from the bottom while manipulating the pieces with glue soaked fingers.

Resulting fit was not the greatest, but I used my New/Old Best Modeling Friend.  Apply, sand, prime,  base coat and everything will be just fine.  That’s the best thing about AFV modeling…….cover mistakes with dirt…..that’s authentic!

Third World War

Played Southern Front from the old GDW Third World War series last weekend at Tim’s.

Much lower counter density than Battle For Germany, and with very tough victory conditions for the Warsaw Pact.

Victory points are awarded for controlling cities and ports, and the Pact must control almost every city and port in Yugoslavia (if hostile), Greece and Turkey to score a decisive victory.

The NATO player is outmanned and outgunned, and must grimly hang on during a seemingly endless series of Pact high odds attacks.

While the game is only eight turns long, each turn is lengthy and involved.

Aircraft maintenance and missions assignment occurs before any movement takes place.  Aircraft can fly deep strikes including logistical strikes (effecting supply status), runway cratering, or escort; interdiction missions resulting in additional movement costs and disruption for enemy units, as well as plain old ground attack and ground attack escort missions.

Movement and combat takes place in impulses.  The turn sequence is Pact First Impulse (movement and combat), Pact Sub Impulse (units not in enemy ZOCs may move and attack, with regroup), a NATO Reserve Impulse (units not in enemy ZOCs may move and attack, units may also regroup), Pact Second Impulse (same as first with two sub-impulses) , and finally a NATO First and Second Impulse.

A key element in this game system is Proficiency Rating.  Differences in ratings shift combat odds in the favor of the side with higher average proficiency.  The regroup phase allows players to “rebuild” units, recovering one proficiency step if the unit has not done anything in the previous phase and is not in an enemy ZOC.  Pact units can never be totally “rebuilt” and retain a one factor proficiency loss, regardless.

Yugoslavia is either neutral, an ally of NATO, or becomes a NATO ally during Turn 4.  This determination by a chit pull.

A special rule in Southern Front precludes any NATO deep strikes, cratering or escort missions during the first turn.  Also, the NATO initial ground dispositions are mandated.  The result is that the first Pact impulses result in significant attrition of NATO Turkish forces, with the Greeks taking some hits, also.  Not surprisingly, Turks and Greeks cannot cooperate or enter each other’s country.

In our game, Tim initially focused on Turkey, making an amphibious landing east of Istanbul, which is the bottleneck leading to Anatolia.   Despite severe losses, the Turks held  Istanbul and, with the arrival of reinforcement, destroyed the flanking Soviet Marines.  Tim’s attempts were handicapped by some horrific die rolling during the maintenance phase of Turn 2, which temporarily gave NATO air superiority.

Beginning with Turn 3, Tim’s attention  turned towards Yugoslavia (which had entered on Turn 1), and Greece.  When the game ended at Turn 5, the Yugoslavs were in disarray, with Pact forces massing for an attack on Greece.  However, Turkey was still controlled by NATO.

A good game.  I’ll post up Tim’s comments later.

Early War Tanks

Had a quick game this afternoon.

Used my draft cards for early-war German and Soviet armor.  They are a real beta given my lack of proofing and child-like work with the scissors.

A Pz-II and Pz-38t tasked with stopping a break-thru by a BT-5 and two Soviet T-26s.

Terrain was placed helter skelter.  Both sides used maximum maneuver to take advantage of terrain and the accompanying speed defense modifiers.

Fun little game.  Germans had an early edge using their higher initiative ratings, but just couldn’t put away the Soviets, especially with the Pz-II’s popgun of a 20mm worth only one die in the attack.  But, they almost pulled it off.

Here’s a few photos.

Early Maneuvering. Pz-38t Heads To The Woods.  New Card In Foreground.
Pz-II Sets Up For Flank Shot On BT-5.
Attacking The Pz-38t Now In The Woods.  German Wants Cover/Stationary Mods.
PZ 38t Leaves Woods Trying For Point Blank Flanking Shot On T-26.  Iron Dice Of War Say NO.
Iron Dice Of War Say BLAMMO! BT-5 Gets The Pz-II.
Pz-II Burns Unavenged While Its Kamerad Flees.  German Counterattack Fails.