Monthly Archives: December 2024

Grinding It Out – Part 5.5

Made it to Turn 15, and now consistently applying the Command Span rules, and have my unit stacking squared away with infantry regiments on top to absorb any fire casualties, protecting artillery batteries from hits.

As to the other rule application “deficiencies” noted in my previous Great Battles of the American Civil War (GBACW) post, I’ll hold off on fire column shifts for unit density until after the night turns – as a weak attempt at consistency, and bag tracking artillery ammunition use until my next game.

I decided to use Russ Gifford’s Powerpoint GBACW Rules summaries for a rules review and (maybe) an easy way to find anything I’ve overlooked.  Very helpful and highly recommended.  His tactics discussions are also of value.  These aids seem to work best now that I have a good working knowledge of the rules.

Lots of football this weekend, but I’m going use an app to listen so I can get some gaming in.

ASLSK Armor Rules – The Saga Continues

I’m now in the Belly Of The Beast.

Had my first “real” armor encounter since really (yes, really) reading the rules.  Painful.  All the new acronyms, modifiers (24!), with counter clutter beyond belief.  Yes, the counters do contain a lot of information, but how to remember/decipher it all?  That will take time, and time, and time, and time.  I now truly understand why some Gamers (See Grumble Jones) play literally nothing but ASL/ASLK.  It’s self preservation.  Too many rulesets at once melt the brain.

Going to wrap up “Monty’s Gamble” (S23).  Made it to last turn for each side, and the Germans can’t win.  The Scenario Archive indicates it’s a tough go for them regardless of who’s playing.

One German AFV has exited the board, with another having a fair chance to do so.  However, that represents only 14 of the 17 VPs necessary for a victory.  There’s no way two squads can make get off-board since they can’t go CX (Exhausted) for consecutive turns.

Here’s a shot at the end of Turn 3.

Oh….why not?  Play it out to gain more experience with armor/ordnance.

In Turn 4, the German AFV at top of the board successfully exits after surviving both Defensive First Fire and Intensive Fire from the anti-tank gun located in the woods at the board’s edge.  The AFV at the bottom of the screen  maneuvers to avoid the British PIAT to be in position for a run to the board’s edge.  One German squad attempts to exit the board, with the British making countermoves.

Here’s a shot at the end of Turn 4

Turn 5 is for the Germans only.  The remaining AFV uses the hill as cover until just before exiting the board.  It survives both Defensive First Fire and Reaction Fire, and exits.  The infantry  squad attempts to exit, but is routed during its move.

Try it again, or a new scenario?

Grinding It Out – Part 5

Starting Turn 14, but only half-way through the game.  Long game, with its duration compounded by my inability to sit down at the table for longer than one-hour.  With four (well, three active since my Der Weltkrieg efforts have stalled)  games going on, one must allocate their time.

A little less grinding now, and a little more flow.  I toyed with the idea of finishing using just one side of the battlefield, but decided not to.  Perhaps a firmer grip on the rules is the reason.

Still, I need to improve my rules application, especially for these….

  • Unit Density – Seven or more factors in a hex results in a one column shift right for fire combat.  My implementation is sporadic.
  • Ammunition For Artillery – Yes, they can run out.  I’ve simply forgotten/ignored keeping track.
  • Command Span  – Getting better.  Early on just a mess letting different brigade units intermingle and stray.
  • Stacking Order – Top units take casualties/morale checks first.  I tend to put artillery on top of a stack so they aren’t forgotten.  Need to get over it, and get it right.
  • Game Exclusive Rules – The only one I’m consistently implementing is Confederate morale check to allow advancing into melee.  Need to refresh my knowledge since the Night Turns are coming up and there are several exclusive rules for them.

Here’s a couple of End Turn 13 photographs with comments.

Union forces have consolidated their defensive positions, with some reinforcements on the way.  The Confederates finally have their artillery in position.  As noted in my previous post, I did a terrible job positioning their artillery early in the game.

The Confederates were finally making progress until the Union’s Phase, with a low firepower attack  (aided by horrible morale check die rolls) causing several units to rout, completely disrupting their advance.

Just Keep Trying

I’m  determined to get a solid grip on Empire Of The Sun.  So, dove back into it early this morning.

Decided to follow the GMT articles cited in my previous post.  Did so, and learned just how little I really know about the rules.

What did I learn?

  • Bombers (aircraft units with range six or greater)can establish, but don’t negate Zones of Influence (ZOI).  I’d used them to negate ZOIs
  • The Allies Central Pacific Headquarters (C Pac HQ, Range 25/Efficiency 8) is in play. Hadn’t used it at all.
  • A U.S Headquarters can not activate Commonwealth units.    I had allowed that.
  • HQ with different colors along a diagonal facing line are that way to indicate inter-     service rivalries are in effect, limiting a HQ’s ability to activating only Army or Navy units, and not both during an Offensive.  I’d followed the interservice rules, but thought the color division meant the HQ was a joint HQ.

It’s a little discouraging to find my rules comprehension still has such significant gaps.

Anyway, I used the Northampton to pin the Japanese Units in Rabaul (by declaring a Battle Hex) so they could not interfere with the Guadalcanal landing.  The ensuing fight cost me the Northampton, but the landings succeeded.  The invasion force dispersed, as per the GMT article, with the activated Japanese (having played the Battle Of Savo Island Reaction Card) using Post-Battle Movement to also sail to dispersed positions.

Here’s a shot after play of the US Turn 3 initial card.

Irony Not Intended

Sequestered upstairs as RGC is busy getting ready for the Holiday Open House.  Arizona State vs. Iowa State turned into a blow-out.  Why not start up another session of SOPAC?

Allies took the first turn by playing the Operation Watchtower card lying in the Future Offensive pile.  It’s a powerful card, enabling the Allies to activate up to seven (7) units.  Because Interservice Rivalries (ISR) are in play (for both sides), only Navy/USMC/Commonwealth units could be activated.  The Allies activated the North Carolina, Northampton, Wasp and Kent, as well as the 1st Marine Air Wing and 1st Marine Division.  Guadalcanal was designated as a Battle Hex.

The Japanese played the Japanese Counterattack Card At Savo Island Card.  Another powerful card allowing them to activate their four naval units at Rabaul.

The ensuing Naval/Air Battle involved 36 Allied points and 42 Japanese Points (each Japanese naval unit also received a +2 combat bonus).

The Japanese rolled an eight (8) and Allies rolled a nine (9).  Both sides were able to apply all of their combat power.  Lower rolls reduce the percentage of total combat power  applied to the battle.  A die roll of nine (9) also includes a critical hit, allowing the Allies to designate one enemy unit to be eliminated before other units are reduced.

So, Japan won the Naval/Air Battle (42-36).

Genius Boy did not remember that if you lose the Naval/Air  Battle any amphibious landing is called off.  A bad defeat for United States…..on Pearl Harbor Day!

Last week, I read each of these opening move articles over at the GMT Web Site (Part 1 and Part 2).  Nothing sank in (pun was not intended).  Here’s a photo of the debacle.

One More Time?

Made it through Turn 5 of the Six Turn South Pacific (SOPAC) scenario.

The rule concerning Progress of War had been a nagging bother.  It was referred to, but the scenario rule book did not provide any information.  Couldn’t take it anymore so actually broke out the big rule book.  Whoops…….

Beginning with Turn 4, the Allies have to secure at least three (3) or four (4) Japanese held islands (with airfield/port), resource points and/or towns or suffer a reduction in National Will.  The target number is determined by the lower of the number of Allied Amphibious Shipping Points or the Number Four.   Any reduction in National Will is the difference between the target number and the gains made.

National Will starts at four (4).  If I had been keeping track, my cautious Allied approach would have resulted in a National Will of Zero, which means Negotiations and an Allied loss.

Ignorance can be National Bliss.  Here’s a photo of the game at the end of Turn 5.

Sure.  Time to start another game!