Monthly Archives: June 2017

Little Bighorn: End Game

Turn 7 saw Terry/Gibbons’ continued success in the south and a lack of “Custer’s Luck” in the north.

Terry/Gibbons cleared all  hostiles south of the Little Bighorn. But, Custer’s force was attacked and mauled by White Bear.   Despite this loss, the Army now has 19 VPs,  the the hostiles have scattered to the fringes of the map.

White Bear Attacks Custer’s Detached Battalion
Situation At The End Of Turn 7

I probably screwed up the rules (shocking!) when it came to the requirement that hostiles retreat after combat (disregarding the 8-12 roles that called for them to remain stationary).  Probably cost the hostiles some VPs, but it didn’t intefere with my enjoyment of the game.

Going to pack this one up to make way for 1942.  But, this isn’t because Custer’s Luck is a bad game.  It’s fun;  a good solo romp that has a quick set-up time, easy rules, and, yes, randomness.

You get a glimpse into the problems faced by the Army during these campaigns.  “If only they’d stay still….we could get ’em.”

I’ll play it again.

Tim’s in this weekend for another go at Red Star/White Eagle.

 

Little Bighorn: Still Slugging

Turn 6:

Custer attacks both Fast Bear and White Bull, causing casualties and forcing White Bull to retreat.  Which may not be a bad thing.

Terry/Gibbon command keep grinding down their opponents, also killing Lame Deer.

Each command was able to find, maintain contact, use envelopment (in game terms “prong attack”) to attack, and inflict casualties.  Doctrine in action (?).

US now has a significant lead in VPs at 19-3.

Here’s the situation at end of turn.

 

Little Bighorn: Slug Fest or Victims of Randomness?

The system’s randomness has created some interesting situations,  with plenty of give-and-take.  It really is fun, with the “Hostiles” bouncing all over the map.

In Turn 4, Sitting Bull’s weak contingent attacks Terry/Gibbon’s combined arms force despite overwhelming odds.

During Turn 5, Terry/Gibbon maintains contact with Sitting Bull, while Custer envelops Little Bear’s force.  Sitting Bull’s force is  destroyed, and Little Bear takes casualties.

Later in the turn, Custer is attacked by Sioux drawn like moths to the flame of randomness.  One of Custer’s battalions is destroyed.

At this point, who knows what the hell will happen.  At the end of Turn 5, Army has 9 VPs, Hostiles 3.

 

Tanks! Book To Get

Borrowed Steven Zaloga’s “Armored Champion” book from Tim.  Subtitled “The Top Tanks of World War II”, it is a fantastic overview of  tanks development from 1919 to 1945.

While the author’s selection of “Top Tank” for specific eras/years at first seems  gimmicky, it is actually an interesting exercise, as he takes both Commander’s and Tank Crew’s perspective.

Zaloga’s criteria focuses on the “Holy Trinity” of tank design; armor, firepower and mobility.

Chapter 1 explores “What Makes a Great Tank.”  In addition to the “Trinity”, Zaloga also addresses communications, crew layout/tasks, durability, crew capabilities and cost.  These criteria are used throughout the book.

Later chapters examine pre-war developments, and a by-year analysis of tank development and combat, with selections made at the end of each chapter.

Easily appreciated charts help illustrate his criteria and support his conclusions.  The photographs are of excellent quality.

Indispensable!

Back

Been back at the Pine Cone Lodge for a week.  Moved from one work farm to another.

Finally back to wargaming last night with Custer’s Luck.  Purchased and wrote about this a few months ago, and was happy to finally get it on the table.  Fitting, because I started setting up on the anniversary of the Battle of the Little Bighorn.

This is a solitaire game, with garish map and utilitarian counters.  The rules are…..well, let’s just say they provide a framework for playing the game.  Lots of minor problems, but they can be pushed through with a little common sense.  It’s a magazine game, right?  Well, that’s harsh.  Always liked The Wargamer, with interesting topics and, at times, interesting take on things.

The game covers the 1876 summer campaign.  The Army’s objective is to kill as many Sioux as possible (shocking!).  There are three cavalry commands; Terry/Gibbon, Custer, and Crook/Merritt.  While it can be played multi-player, the mechanics are oriented for solitaire play.  Sequence of play is Custer (move & combat), Terry/Gibbon (m&c), Crook/Merritt (m&c), “Hostiles” (m&c).

The Sioux initially set up face down with each stack having a leader, village and combat unit drawn at random.  Rules say 12 stacks, I could only muster up 8.  Hostile movement is dictated by a compass chart.  They move on a  2D roll of 7 or less, and  remain stationary on a roll of 8-12.

Army Scouts can be used to identify a hostile stack.  Wagons and Mules are used for supply, with combat reducing supply capabilities.  The Far West steamboat stooges around as per the whims/attention span of the US commander.

Combat is straightforward, with leadership, terrain, surprise, envelopment, and supply modifiers effecting column shifts, not unit strengths.

Decided to play the historical scenario.  Crook/Merritt command does not move.

Initial Setup. Handwritten Player Aide To Your Left. Rules On Right With Insane Letter To Editor….Zoom In….

Decided to let Gibbon/Terry move south to pin Hostiles.  Custer was ordered to exercise restraint….OK, this is not the (real) historical scenario.

Plodding Forward In The Relentless Summer Glare, Gibbon/Terry Advances (left). Custer Shows Restraint And Is Attacked By Gall.

Hostiles begin random movement.  Gall heads straight for Custer.  This time, it’s Gall’s Luck.  His negative odds attack only results in a retreat.  Again, Custer shows ahistorical restrain and does not pursue.

Stay Tuned…….

 

 

 

 

 

 

 

 

Not BOAT…..It’s BoAT

Cousins over for dinner so BOAT had to come off the table.  Plan was/is to replace it with the aforementioned Fall of Constantinople.

Working my way through the Summer 2001 Panzerschreck (Issue 6) containing the game when I ran across “Battle of the Atlantic Player’s Notes”.  Damn.

First off, BOAT is referred to as BoAT.  OK (Ok?).

Reminds me of this.

Playing tips summarized as follows:

1.  Concentrate U-Boats.  Downside is that ASW becomes more effective.
2.  Concentrate in North Atlantic only if Convoy marker is there (Allied ASW typically concentrated in North Atlantic).
3.  Keep Donitz in the Sub Pens (didn’t go into this in my initial review), because his presence reduces chances for ASW capability increases.

Author states that BoAT is a difficult game to win.  He offers optional rules to help the Germans (see previous post).

The article includes rules clarifications and references an excellent review from WebGrognards.

 

Das BOAT (?)

Played a few more turns night before last.

Despite using an “aggressive” posture for all submarines, the Germans had a very difficult time attaining the tonnage sunk figures needed to attain victory.   And, this is a period when Allied AWS capabilities are relatively low.

Well, maybe that’s just fine.  Maybe it would have taken quite a bit of good fortune to win the Battle of the Atlantic (BOAT), just like Barbarossa.  Do you want play balance, or something akin to historical conditions?   Or, is it playability?

I think Grabner’s BOAT does a nice job of providing solitaire playability with abstract historical conditions.  Is it a simulation?  No, but it is an interesting way to spend an evening or two.