Grinding Again

Have also set up Bloody Buna. This treatment of the New Guinea Campaign appeared in The Wargamer Magazine way back in 1979. The game has a primary map covering the main area of operations, and then a secondary map covering the Milne Bay area. Units can move between the two utilizing Transit Boxes.

The rules address the salient characteristics of the campaign: horrendous terrain and weather. Supply and movement are defined by both.

Each time a unit attempts to move more than one-half of its allowance, it must take an Attrition Check. On a die roll of 1-4, everthing is fine. However, roll a D5, the unit loses a strength (or “hit” according to the rules), but can proceed. Roll a D6, lose a “hit” and no more movement. In addition, during rain turns, units add a +1 modifier. Only jungle qualified units receive a -1 modifier when attempting an Attrition Check.

Supply is also limited by terrain and weather. Supply line length varies by type of supply unit, and whether at full or half strength. Supply units can provide support for a limited number of turns. Units operate at full strength for three turns, supporting a maximum of 5 combat units per turn, and then at half strength for another three turns, with, again, a maximum of 5 combat units supported.

Artillery can attack alone using indirect fire, that strength varying by range but limited by line-of-sight.

There are also rules for air support, airlift and amphibious landings. Haven’t dug into those yet.

There are three scenarios, as well as a full campaign game. I’m trying the smallest, which focuses solely on the Japanese advance on Milne Bay.

More Russo-Polish

Finished up Konarmiya.  Was playing for an intended outcome, because I want to play Freikorps, Konarmiya’s sequel.  Decided to focus on attacking from south, with forces in the northern portion of the map tying down Polish units around Minsk.  Result was a marginal Soviet victory.

Freikorps assumes Warsaw has fallen, and the Soviets invade Germany.  Well, Warsaw didn’t fall, but it is under siege, and that’s a good enough place to start.

The rationale for continuing play is a situation so dire the victorious Entente Powers will ask for German help in stopping the Godless Red Hordes,  and the Soviets have enough troops and material to mount an invasion while besieging Warsaw.  Why Not?

Basic rules are the same for both games, with slightly different chrome.

I have to pay more attention to the reinforcement rules.  I allowed Polish National Army brigades to arrive next to a headquarters.  Wrong, only Polish Legion units can do that.  The former must arrive in cities/towns.  This helped the Poles recover from continuous Soviet attacks.

Also messed up the retreat rules.  Had periodic lapses where retreating units were not disrupted.  Disruption is nasty (cannot attack or move and defend at 1/2 strength), and hard to  shrug off (die roll of 6 with minimal mods).  Again, this oversight benefited the Poles.

Here’s two afterthought photos.

Soviet Offensive Develops Turn 6
Warsaw Besieged. Polish Units In North Pull Back. Northern Soviets Stare Slack-Jawed.

Russo-Polish

Have been playing Konarmiya (Kon). Russo-Polish War game on a smaller scale than Red Star, White Eagle (RSWE).

Same topic, but different games. RSWE is classic GDW using a basic Europa-Type-System. You can read about Tim and My adventures playing this fun game here.

Kon starts the action somewhat (chronologically) later than RSWE, and interjects generic aircraft, armor and artillery units, random political events, as well as variable reinforcements and replacements into the game mix.

However, at the heart of Brian Train’s system is the interaction of a lack of ZOCs, voluntary combat, a limited radius for command and control, defensive counterattacks, as well as the ability of “shock” units to continue successful attacks.

Quite a mix.

While RSWE allowed special units the ability to exploit attacks, the rest of Kon’s – can I use the term “Fundamental Chrome” – makes this a game with different feel and approach.

Part of the feel is the smaller scale and accompanying higher counter density. Movement rates are not as dramatic, especially after successful combat, but still significant. The lack of ZOCs allows operational mobility, but that mobility is restrained by the limited command radius of the headquarters units, and, by extension, supply effects.

The generic artillery and armor units provide combat die modifiers and in no way detract from game-play due to a lack of historical designation.

I’m enjoying this game. While RSWE is an old, old friend; this game seems like a new friend.

Warfighter

Never been one for video games. The ones I did like were Asteriods, Space Invaders and, later, Doom. All point and shot, and all date me.

Put Warfighter on the table this week. It’s not just a point and shoot game.

 I’ve developed an interest in ultra-modern skirmish wargaming, and checked out the highly regarded Sangrin rulesets. Had one and lost it in the Great IPad Data Loss Debacle. I lack the will to commit to the time and expense needed to paint the figures and construct terrain. And, I wanted to do this on a small scale, like 10mm. No figures available, even from the redoubtable Pendraken line. I thought Warfighter might provide the experience without all the work. It does.

Played three small scenarios the past few days. The learning curve was not smooth.

The commentaries about rule difficulties are spot on. But, again, you can say that about many games. It just becomes more frustrating for a game that shouldn’t be that difficult. Maybe it’s just me, but wrapping my head around a game where the cards are loaded with information is difficult.

Once I got it……I GOT it, and the game just flowed. Lots of tension and decision making. Do I really want to play that “Back Street” card that is loaded with potential bad guys and trouble? Maybe take an action and discard for the possibility of easier terrain.

Sure, once the enemy appears it is a point and shoot, but a coordinated one. It’s just not you. There are other troops, and all actions have to be integrated for a successful mission. Gee, a fast playing tactical card game where you go with the fundamentals: move, shoot and communicate. Shocking!

The challenges begin before the mission starts. How does one allocate resource points between personnel, their skills, equipment, and weapons? You can’t have it all, whether it’s a matter of resource points or ability of a soldier to carry what you think he should have as opposed to need.

It’s a challenging and entertaining game. Highly Recommended.

I’ll post up some other thoughts and commentary after a few more plays.

Grinding Pt.3 – Done

Really did set up a longer scenario.  All those counters on an absurdly small play-aide.  Really started playing.  Initial German losses, rubble placement…But it was no use.

Thunder At Cassino just doesn’t work for me as a solo game.  Too much of a shell game.  Wait, Shoot, Move, Wait?  Unless the game has a unique form of compartmentalization (for the lack of a better word – example might be actions that must be performed by one side, etc), you have to be Schizoid or suffering from Alzheimer’s to play two-player games solo.  It can work…..done it all my playing days.  But with this game, everything depends on the other side’s action or anticipated intent.  And, you just can’t hide intent from yourself.

So, down it will come.  Maybe shipped off to E-Bay at some point.  Someone else will enjoy it.  I know Tim won’t.  Not his cup of tea.

But, I really, really did start.  See.

Table Space Monster

Old Business

After a truly abortive first turn of the Thunder At Cassino campaign, decided to regroup by playing a DBA (2.2) game that’s been set up for…well maybe…six months.  Late Swiss vs. Some Mutant Army With Lots of Crossbows and Knights.  Hell….can’t find anything like it in the lists.

Hammered it out Sunday afternoon during boring NFL action.

DBA is what it is.  Simple, Quick and Generic.  I’d like to see some chrome…. like Swiss having an extra bound to simulate their speed/audacity in the attack, or range differentials between bow types.  But, for that, I need to try DBM, or some other system.

For The Quick and Dirty, You Go With The Devil You Know.  Never played it FTF, and that is how it should be played.  Ugh…..cut-throat tournament action….guys with rulers down to the eighth of an inch…..all that facing stuff……Ugh.

It was fun.  I’ll set up again, but with  Cavalry/Light Horse armies to stretch things out.

Here’s a semi-lucid photo summary of the game.

Turn One.  Light units Deploy. Swiss In Foreground.

Mid-Turn 5.  Things Get Interesting.

End Turn 5.  Pikes Struggling Against Bows(?!?)  While Knights’ Attack Develops.

End Game.  Knights Quick Kill Pike, Swiss Left Wing Shattered.

 

Grinding Pt. 2

Decided to go with the other mini-introductory scenario, Assault on Castle Hill.

Probably missing something, but the tactical options are limited.  After three play-thrus came to the conclusion that the only option for the Germans was to  kill the outpost units using a first impulse artillery attack.  Second impulse then into the outpost units’ area, with the rest of the turn involved taking fire from the adjacent hex.   Turn 2, move-in to Objective Area 9, take the beating and hopefully win the close combat.

Big lesson learned…..one  attack can finish things.  Take a look at this photo of a Artillery Bombardment dice roll.  Yikes.  Game Over….BLAMMO.

The scenario does serve its purpose as valuable learning tool.

Going to continue the grind and now, yes today, set up one of the two longer scenarios.

Grinding

Been working up for a solo play of  Thunder at Cassino.    It’s one of the heirs to Storm Over Arnhem, but with more chrome.

Machine Gun Units and Rubble  impede movement, while terrain regularly effects combat.   The player with Tactical Advantage can designate a Night Turn at any time, using fire and movement modifiers favoring the attacker.

I decided to set-up one of the Introductory (2 Turn) Scenarios – Counterattack At The Roundhouse.  Knowing quite well my excessive problems with a first play-thru, I downloaded the Series Replay from The General Volume 24, Number 6 as a guide to RAW.  These back issues can be found at View From The Trenches.  This is also an ASL site.  Ahhhh…..come on, give ’em a couple of quid.

The positive of all of this programmed stumbling is that one actually learns about the game.  The negative is that it’s not fun by any means (I’d suggest some type of alteration to take the edge off), but it does help you come to grips with RAW, and also offers insights into game play.

Now that this grinding is over, I’ll set up the other introductory scenario and try it on my own.  Grinding is, after all, very appropriate for an Italian Campaign game.

The Channel Dash

That’s the popular name for Operation Cerberus, Germany’s plan to sneak two battlecruisers from Brest to Wilhelmshaven.   It’s also the topic for an Against the Odds Magazine Pocket Battle Game.

It’s an area movement game, with the Germans having to fight off multiple air and surface unit attacks while moving through the English Channel.  However, the German player can use his air assets to attack threatening British surface units.

It’s a fun little game, but, as one reviewer observed, with relatively little replay value.  Why?  The options for each side are very limited.  On the other hand, it’s dicetastic, so any number of situations might arise.   This randomness also makes it a good game for solitaire play.

This pocket battle really pushes the envelope when it comes to rules and chart density.  It is what it is, a game on a postcard.  Lots of information in very small print.  I’m thinking about enlarging it along the lines of a Minden Games footprint.  My only reason for this is that it came with die-cut counters, making it less of a print-and-play type offering which I usually put on thin card stock.

Worth getting at the right price – free with an ATO purchase.

More Than It Seems/Change Up

Wolves 0ver, World Series over….Summer is over and Fall near done.

Finished up first “real game” of Chosin Few.  Made it through first operational order, but lost after only six cards during second operational order.

Sucked in and overwhelmed by hordes which aren’t pulled after an Operational Order is completed.  Another reason why first game was so easy

Really like this game.  A Puzzler that is far more than it seems to be to a Hex & Counter Gamer.

Cleaned off the table last night.  Set up Hof Gap and Thunder At Cassino.