Grinding It Out – Part 1

You can only read the rules and stare at the setup for so long.  At some point, you have to play the game.

Started my Great Battles Of The American Civil War (GBACW) game the other day.  Pea Ridge is a classic meeting engagement, with only one unit on the map before Turn 1. Then both sides start moving troops onto the map, with each side’s respective forces entering through two hexes.

During movement I maintained brigade integrity for the most part, attaching artillery to brigades to maximize unit density and minimize the length of the “column of columns” moving on roads through heavy forest.  Here’s an overall shot of the game map during Turn 5,  when contact first occurred.

One of the problems I’m having working with the game system is the rules.  There are a number of iterations, which is not surprising since the initial game (Terrible Swift Sword – a true Monster Game) was introduced close to fifty years (!) ago.  The rules changed as publishers changed;  first SPI, then TSR , SDI, and then GMT.  These changes were in both additional detail as well as scope.  In fact, from what I’ve read, the earlier editions of the game are not playable with the new – GMT – rules.  Fortunately, for those just getting into the system, GMT has reissued the main games, and has added others.

Since I had the earlier games, I decided to work with the earlier rules and sold off my GMT GBACW collection.  But the question remained, “Which set?”.  I’m not the only one with this  quandary.

Another rules problem is that many of charts are printed on the individual game maps,  not in the game specific rules packets so they can be copied, consolidated and stapled.  One possible  reason is that the scales of the games vary.  The best I can tell is between 150 and 120 yards per hex.

Ugh!

My current approach will be to use the Standard Rules V.1 (with the included charts), individual map charts,  Quick Reference Card and Consolidated Errata.  The latter two are available over at Russ Gifford’s great SPI site.

Enough of this.  I’ll get to the game in the next post.

 

Boardgame Geek Breakthrough

The Geek is wonderful.  Such a great resource.  But…..a real rabbit hole.

Followed a thread the other day and discovered how to modify your homepage when   logged in.

Can’t find the thread, but here’s a quick and dirty summary of what to do.

Go to the site, log-in and then hit “Dashboard” (upper left).  Then hit “Subdomain” (same area).  Scroll down list and hit “Wargames”.  Then “Edit Dashboard”.  Make your changes (use the red x’s to delete).  Then hit “Save” tab.

Easy.  You lose clutter and gain wargame-centric information.

 

Plans

Back from SW Wyoming.  Green River Valley in full Fall colors.  Beautiful.

Time to start digging in for Winter.  Should be a busy one wargaming-wise.  My prime projects include many of the usual suspects and are:

Advanced Squad Leader Starter Kit (ASLSK) – Start grinding through #3 – Vehicles.

Great Battles Of The American Civil War (GBACW) – The Pre-GMT games, starting with a few smaller ones and work my up to Terrible Swift Sword (TSS) scenarios.  But first, Genius Boy needs to figure out where he stashed the maps.  Found the counters, but all the usual hiding places are bare.  Time to pull the shed apart.

Der Weltkrieg – Will finish up my seemingly endless Serbia-Galacia Game to refresh my rules memory and then get to the Ottomans.

VASSAL – Use this as a platform to keep muscle-memory with Empire Of The Sun.  Will play the SOPAC scenario for starters.

JET – Operation Groza with Tim.

Miniatures – This is where things get scary.  I’m thinking about painting up some 15mm Blue Moon Mexican Revolution figures for Fistful of Lead.  Add some US Cavalry, and there are some interesting scenario options.  Maybe 48 figures total.  Then….and then…more Back Of Beyond/Red Actions figures.  Again, not many…..ten (10) Partisans (can never have enough rabble), and a modest six (6) cavalry in greatcoats.  All of these figures should be relatively easy (yeah…sure) to paint up.  Block and Wash.

Finally….maybe some paper 1680’s Caribbean figures.  And, at some point I need to start playing something new.  Maybe Malta Besieged.

 

Finally Did It

One recurring topic over at Boardgamegeek is “Grail Game”.  This seems to be a game someone must have, but cannot either find, or cannot find at an affordable price.

I really don’t have any, but I do (did) have one game I would use the acronym “GOYAABI” for.  That is “Get Of Your Ass And Buy It.

The game is/was “Terrible Swift Sword” (TSS).  Yes, the original Great Battles Of The American Civil War (GBACW) monster designed by Richard Berg.  It was superseded by “Three Days At Gettysburg”, which has gone through several permutations as the playing system has evolved – read become more complicated – over the last thirty or so years.

I sold off my copies of the later editions of the system, and concentrated on learning/playing the original games.  Why?  Simpler and cheaper, and just as challenging/fun.

The last game I needed to complete my collection (not counting the incredibly expensive “Corinth” S&T game) was TSS.  I purchased a copy of the Second Edition – upgraded counters and maps along with updated rules,  a couple of years ago.  The copy I received lacked the Confederate counters!  Fortunately, the seller was extremely reasonable and refunded almost all of what I paid.

In the interim, I became enamored with the first edition – I like the  classic SPI Redmond Simonsen maps – and frequently checked EBay and Boardgamegeek for copies and a reasonable ($50 or less) price.  Found one last week.  Bought it, and it arrived yesterday in very good shape.  Yes!

And now, the usual refrain:  I need to get it on the table.

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.

No Nuance

Grinding away at Galacia: The Forgotten Cauldron.

Taking a “historical” approach, with both sides aggressively attacking, with little finesse.  At this point, the Russians are the most successful aggressors.  Their successes were helped by the requirement that Austro-Hungarian units must attack early in the game.  These attacks had limited success, but with heavy loss.

One tactic has emerged in this session.  The Der Weltkrieg rule set calls for mandatory retreats if losses represent one-half of a combat force.  In this particular scenario, the threshold is reduced to one-third.

The operational area has a wide frontage, so most stacks are in the 12-16 (3-4 divisions) factor range, with 8 factor stacks often used to plug gaps.  A two hex attack can typically generate a 3-4 factor loss, which not only attrits the defenders, but also forces a retreat.  The Russians have been very successful at this, albeit aided by some favorable d6 rolls.

In attempt to avoid the odd angle/glare influenced photo in my recent game report, I tried shooting these in half-light.  Further explanation is senseless.

This is the  Austro-Hungarian (white counters, with some Germans in gray) left flank.  Russian progress is limited.

Not so on the center/ right flank, where the A-H right  (bottom right of photo) is under some real pressure.

Interesting game, and I’m now fairly fluent with the rules.

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.