tag:blogger.com,1999:blog-73410973344013669022024-03-15T11:27:13.854-04:00Cardboard WarriorsNo, you forgot to apply case Y76- the scenario takes place on a Saturday in August and it's 9:20am. That means your attack misses. Look at rule D7.34.1A bullet point fourteen. Geez.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.comBlogger69125tag:blogger.com,1999:blog-7341097334401366902.post-30379115964222526962017-09-09T19:15:00.002-04:002017-09-09T19:15:48.311-04:00Closing downHowdie!<br />
<br />
I'm going to be closing down this blog, in
an attempt to consolidate my blogging in one place. I realized that
given the amount of blogging I actually do (not much!) it makes a lot
more sense for me to just focus in one place, and just work on keeping
it up to date.<br />
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Therefore, I hope to have all of the actually useful content transferred over to my <a href="http://boisterous-exuberance.blogspot.com/">Boisterous Exuberance</a> blog soon. As I play more card games, I'll put stuff up on there!<br />
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My
hope is only having one place to talk about what gaming I'm doing will
make me more eager to write- so let's hope that ends up being true!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-89957010703673973842013-01-17T08:00:00.000-05:002013-01-17T08:00:13.500-05:00Did you guys back the Up Front Kickstarter?Obviously, this is about 2 weeks too late, but still, it's worth noting the success of the <a href="http://www.kickstarter.com/projects/1325766284/up-front-the-card-game">Up Front Kickstarter</a>, which easily hit 10x its funding goal, and had a ton of great stretch rewards.<br />
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First, regarding Up Front- I've only played it twice at a friend's house, but man, I had a great time. Couple that with all the options you got from even a fairly basic bid- how could you not hop on the bandwagon and pick this up? This game gives you a lot of tactical choices, and on top of that, it's really fun. I'm pretty excited to just have this available again.<br />
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Perhaps more importantly is the success of Kickstarter in funding these out of print wargames, or even wargames in general. Now, without talking about miniature games, there doesn't seem to be a lot of wargame ideas on Kickstarter these days. <a href="http://www.kickstarter.com/projects/cewargames/frontline-general-spearpoint-1943-map-expansion?ref=live">Frontline General: Spearpoint 1943 Map Expansion</a> was a successful campaign, and certainly is a wargame. <a href="http://www.kickstarter.com/projects/inspiredpress/battle-tank-escape-from-giant-robot-island/?ref=kicktraq">Battle Tank: Escape from Giant Robot Island</a> certainly wasn't something historically driven, but seemed like a wargame... but wasn't doing very well before it was cancelled.<br />
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Now, several big publishers (GMT and MMP for instance) take a very similar approach to this when getting funding for upcoming games, by taking preorders, and charging when the game gets close to production, but I'm really surprised more small designers/companies aren't using Kickstater, given that good looking games really should have no problem making their funding.<br />
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Personally, I would love to see a reprint of AH's <a href="http://boardgamegeek.com/boardgame/1044/gunslinger">Gunslinger</a> or <a href="http://boardgamegeek.com/boardgame/730/breakout-normandy">Breakout: Normandy</a>. Heck, there are tons of AH games I'd love to see. What about Magic Realm? <br />
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The point is, I really hope that the success of Up Front gives wargame designers, especially ones that aren't being published by one of the big companies, the chance to use Kickstarter to see their creations come true. We want to see them come out as much as you do, in most cases.<br />
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If anyone hears about some other wargame related campaigns, please- let me know!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0Catonsville, MD, USA39.2720509 -76.73191609999997839.173695400000007 -76.893277599999976 39.3704064 -76.57055459999998tag:blogger.com,1999:blog-7341097334401366902.post-38499112873217243372013-01-15T08:00:00.000-05:002017-09-09T19:18:47.446-04:00Played a wargame!This past Sunday, while I was working my part time job, I actually took a wargame to work, read the rules, and played it.<br />
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The game was <a href="http://boardgamegeek.com/boardgame/38786/red-winter-the-soviet-attack-at-tolvajarvi-finland">Red Winter</a>, from GMT Games, covering the <a href="http://en.wikipedia.org/wiki/Battle_of_Tolvaj%C3%A4rvi">Battle of Tolvajarvi</a> during the Winter War. Finnish troops versus Soviet troops is always something I'm interested in, and I was (and still am) really looking forward to getting into this game.<br />
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I didn't take any pictures (not allowed to bring anything like that to work), but I did take a few notes, so although I won't bore you with a full battle report, I'll jot down a few things.<br />
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I played the tutorial scenario, First Folly, which is just an introduction to the mechanics of moving and attacking, with 9 Soviet units attacking the Finnish town of Hirvasvaara, defended by a total of 6 units, 5 of which are reduced.<br />
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In playing the scenario, I decided to basically throw the Soviets at the Finnish position, trusting their strength of numbers to carry the day. They couldn't quite get there on the first turn, but would start the attacking on the second turn. With Finns, I tried to spread out from the town, hoping to at least slow the Soviets down a turn (the scenario ends after 3 turns, or when one side loses two units).<br />
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Upon arriving, the Russians launched a strong attack against the first reduced infantry unit, which was hampered a little by the Finnish Off-board artillery (which gets a bonus firing into any hex where multiple units are stacked), but then the Finnish couldn't really accomplish anything on their own turn, and were easily swept aside (a 6:1 attack on the town sealed the fate).<br />
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Really, this is just an intro game, so I'm not too concerned about optimizing my play for either side for this particular case, but I did learn a lot of things that should help me in future games.<br />
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First, I tried early on to have the Finnish units roll for Recovery. On a '6', they regain a step. At times, I'm sure I'll make good use of this, but it seems like I may be better served Digging In when I need to defend somewhere, and using the favorable column shift to either keep me in place, or have me retreat less (losses may generally be taken as either step losses, or hexes retreated, for those who don't know).<br />
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Second, as the Finns, I really need to use their additional mobility to assault. I may be finding myself outgunned quite a bit in game, and the favorable column shift on assaults (due to Finnish SMGs) might be vital.<br />
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Third, I forgot a lot of rules, but the big one is the double Combat Strength for certain units on defense. Throwing that Finnish MG in the town would have really helped, since its Combat Strength goes to 8, creating a fairly decent defensive position.<br />
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Fourth, and finally, I really have to think how I'm going to use my off-board artillery and ranged attacks (for both sides). The only real clear lines of sight are over the giant frozen lake(s), so the direct ranged attack learning can wait until then, but the artillery is very important (as the Russians), and occasional worth using (as the Finnish). You only have limited ammo for each side, so you can't really just waste the shots (although in this scenario, the Russian can just fire every chance), and as the Finnish, their guns are so weak, they may only be useful for trying to blunt an attack (by dropping a Suppression marker on the target). I'll need quite a few games to get the hang of this.<br />
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I'm quite eager to put this back on the table, and maybe try my hand at the first 'real' scenario, where the Night rules are used- an important part of the battle, from what I gather.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0Catonsville, MD, USA39.2720509 -76.73191609999997839.173695400000007 -76.893277599999976 39.3704064 -76.57055459999998tag:blogger.com,1999:blog-7341097334401366902.post-12617999001252485702012-11-09T09:56:00.000-05:002017-09-09T19:18:47.413-04:00GMT Posts List of Best Sellers<a href="http://www.gmtgames.com/c-44-best-sellers-all-time.aspx">GMT games has put up a list of it's all-time 15 best selling games.</a> It's pretty interesting!<br />
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One thing to notice is that 3 non-war games (Battle Line, Formula Motor Racing, and Ivanhoe) made the list (I've not tried any of them, unfortunately). Also, one expansion is on there: C&C Ancients Expansion #1 (also, never tried it).<br />
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Despite the fact I love wargames, I have played VERY few of these. Twilight Struggle I've played, and love. Combat Commander: Europe is something I've also played and enjoyed (some battle reports are posted on this blog, even). SPQR and Great Battles of Alexander are games I own, and would love to play, but haven't had the opportunity. <br />
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Sadly, that's all. Despite GMT's popularity, there are so many of their most popular games I've not even tried, nor own. It's a shame, really. Something to work on fixing over the upcoming years, no doubt.<br />
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There's also a <a href="http://www.gmtgames.com/c-43-best-sellers-current-year.aspx">list of their best sellers for the current year</a>.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0Catonsville, MD, USA39.2720509 -76.731916139.222881400000006 -76.8108801 39.3212204 -76.652952100000007tag:blogger.com,1999:blog-7341097334401366902.post-68294494509689272852012-04-08T07:00:00.000-04:002017-09-09T19:19:07.531-04:00Various gaming 4/7/2012Well, I'm not posting a lot, but since I played a few wargames recently, I wanted to at least put SOME post up :).<br />
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I spent this past Saturday over at Rob's place, playing a few boardgames, and although I didn't take any detailed reports (or many pictures), here's a few details of what I did.<br />
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To start off, we played Close Action, by Clash of Arms games. Since Rob had never played before, we chose to play one of the more basic scenarios- 'Dont Give Up the Ship: Chesapeake vs. Shannon'. This is a <a href="http://en.wikipedia.org/wiki/Capture_of_USS_Chesapeake">fairly well known</a> engagement from the War of 1812 that historically resulted in the USS Chesapeake being captured by the British. I was playing the Chesapeake in this battle, but to keep things even for us, we played with the optional rule giving the US ships a Crew Quality of A3 (vs B4), making it a little more effective, and turning this into a fairly even matchup.<br />
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As mentioned, I didn't take copious notes of the battle, but I managed to hit Rob's ship hard on turns 7-10 (raking him from the front on 10), nearly knocking out 2 whole hull sections, and taking significant rigging losses in return. On turn 14, I managed to rake him from the front again, bringing him close to striking, and we called it. <br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO0aIMhVwQArPiwxEi015J9Hlpe-UPXX3f_l8lcxDyEj8Uvs_RqYTlyigHIKw8l0F3ojo8OxPc03K6En8bMRYiaNJTmW13L_IEPaYCQ9fn1mn1ZYHgWBcRGSn7SL9bgSN6Ja-MtlP8FdKF/s1600/CloseAction120407.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO0aIMhVwQArPiwxEi015J9Hlpe-UPXX3f_l8lcxDyEj8Uvs_RqYTlyigHIKw8l0F3ojo8OxPc03K6En8bMRYiaNJTmW13L_IEPaYCQ9fn1mn1ZYHgWBcRGSn7SL9bgSN6Ja-MtlP8FdKF/s320/CloseAction120407.JPG" width="320" /></a></div>
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I imagine this will be a far more interesting picture when we actually play a game with more ships, haha. <br />
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Really, I don't think I tremendously outplayed Rob, although I did outguess him once or twice (and got outguessed once). Rob had to tack on Turn 7 to keep me somewhat engaged, and I think that probably hurt him a bit more than it felt like at the time (keep in mind the damage I did on the subsequent turns, which was relatively light in return). <br />
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We followed this up by playing Warriors of God, from MMP. We chose the scenario 'Lion in Winter', covering the period from 1135-1258 AD. I played as the English. The end result of this game was that I basically had two very successful turns, ending with Rob moving in a large army to clear out the English from Normandy, thinking I would let him siege me, but instead engaging him in combat, and crushing his army badly. With much of his army destroyed, no ability to get his guys out of Wales/Scotland to support the mainland quickly, and the fact I was unopposed on over half the map for a few turns, we called it in my favor, and went to play some non-wargames for a bit.<br />
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This is a picture from the turn after I destroyed his main army. For now, the big thing to see is that there isn't a whole lot of blue on the table:<br />
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So yeah, a few games, but we had a great time, and the best news is that I've finally been getting wargames on the table :).<br />
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Till next time! <br />
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<br />Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com1Catonsville, MD, USA39.2720509 -76.731916139.222881400000006 -76.8108801 39.3212204 -76.652952100000007tag:blogger.com,1999:blog-7341097334401366902.post-46427157226336025672011-07-22T14:06:00.000-04:002017-09-09T19:18:36.796-04:00Yeah, yeah, busy busy busy.Obviously, I've been really busy, but I swear I'm not done blogging yet! I won't get into all the various things that are keeping me away from the computer here (you can look on my other blog for that, it's not very interesting though, I promise).<br />
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The important thing is that I'm going to try to blog more.<br />
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I don't know if I'll ever get my various battle reports up from PrezCon, mainly because it's been so long now that my memory faded. We ended up leaving from it early, but still got a few other games in that I haven't posted about: Imperium and Triumph of Chaos come to mind immediately. Man, Triumph of Chaos has potential to be a fantastic game, but it's going to have to be one I'll need to own to play it effectively. I need to actually study a few of the parts of the game to see why I would want to do certain things, or to see the penalties from playing certain cards, etc. One day.<br />
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Upon coming home from PrezCon, I broke out (at the time) ATO's newest issue: The Lash of the Turk. Played one of the scenarios solo. I really like the overall flow and rules of the game, but it needed some errata (for instance, the setup was completely screwy). Also, the siege rules are bit peculiar. It's one of those eras of history that doesn't seem to get enough games covering though, so I'm definitely going to give it some slack. Again, maybe someday I'll post pictures and a report of that game. More likely, however, is that when I play it again, I'll post THAT.<br />
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Rob and I have been playing occasional games of Combat Commander. We've been eyeing the Stalingrad campaign game, so maybe in another few weeks we'll do that. Combat Commander is a blast, but I swear that has to be the most complicated game in existence.<br />
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I still do my ASL playtesting when I have time to. I won't say I'm decent yet, but I'm certainly getting better at playing. Every time I play it, I'm just reminded how great a game it is. I have dreams of playing a lot of the scenarios solo (and even grander dreams of running some of those massive Valor of the Guards scenarios *drool), but it won't be for a bit.<br />
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Regardless, I'm sure I wasn't missed much, but I'll be coming back with some new posts, I promise. I've been trying to tackle Fields of Fire lately, so I suspect there will be some posts on that coming up soon.<br />
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See you guys soon!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0Catonsville, MD, USA39.2720509 -76.73191609999997839.2381499 -76.784900099999973 39.305951900000004 -76.678932099999983tag:blogger.com,1999:blog-7341097334401366902.post-14684822673064465772011-05-15T09:00:00.001-04:002017-09-09T19:17:36.168-04:00Cataclysm: The First World War as Political Tragedy (Book Review)David Stevenson's <i>Cataclysm: The First World War as Political Tragedy</i> may be the best coverage of the First World War ever written. This terse, detail filled tome covers, in incredible detail, the political, financial, logistical, and strategic decisions and challenges faced by all of the belligerents.<br />
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When I was in middle school, our coverage of World War I started with a class exercise. We broke into groups, were given a written description of our groups’ thoughts (basically- ‘You have an agreement with so and so group to fight a war if they join one, but here’s why you might not want to’), and a group was told that one of their leaders was assassinated. Soon, the entire class was at war. The goal was to show that politicians weren’t so much in control of this war- events just spiraled out of their control, and the result was a conflict resulting in millions of deaths and effects which are still felt today.<br />
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<i>Cataclysm</i> challenges that view- it shows, in great detail that politicians deliberately made choices to both initiate the war, and continue it despite appalling casualties. Most importantly, it presents this case in an unbiased fashion as possible- you won’t find much in the way of assigning blame to one country or group in here.<br />
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The book is broken into four major parts, and I feel it’s probably handy to at least mention them for and understanding of this book’s value.<br />
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In Part One, Outbreak, Stevenson examines the causes of the war- from the decisions taken by politicians after the assassination of Archduke Franz Ferdinand of Austria and his wife to the various diplomatic factors faced by Germany and Austria prior to this event, to the tensions caused by the Balkan Wars, to a bunch of other things. I feel this is probably one of the strongest sections of the book- the causes of World War I are one of the most studied topics in history because there are SO MANY factors that went into it. This book does a <u>fantastic</u> job covering them all. The central theme is, of course, that World War I was a controlled event- the politicians from BOTH sides knew (at least partially) what their actions would cause, and chose them anyway. The first part ends with coverage of the initial attacks in the first year, and the difficulties faced on the Eastern and Western fronts- including why the front lines didn’t advance on West for 4 years, and the ones in the East didn’t move very far to start. It also describes why the Germans chose to keep their fleets at port, instead of going out to attack the various British troopships when they were vulnerable (since the British fleets at Scapa Flow probably couldn’t have arrived in time). The desire to not risk the fleet, keeping it as a ‘political instrument’ would of course present the Germans with problems later- Stevenson shows us early on the decisions made by the Central Powers that ended up hurting them.<br />
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Part Two, Escalation, nominally covers the middle of the war- from spring of 1915 to spring of 1917. As we know, there were several major battles during this period- Verdun, Somme, and Cambrai, for instance are all well known. Despite this, the advancements of defensive warfare meant that no advances were made, so in the long run, there isn’t a lot of historical interest that happened (‘escalation and stalemate, both sides applying rising levels of violence yet failing to terminate the impasse’ according to the book). However, instead of boring the reader with page after page of inaction, Stevenson chooses to examine the issues that kept the war going as well as examining, by country, the various issues facing them, from manpower shortages, to morale, to economics, and into new logistical, tactical, and technological advances. He does a great job blending the information in- although the information is fairly terse at times, the information is presented in a way that shows, at each step, how it influenced the course of the war. One thing to note about this section is that coverage of the war is only briefly chronological- much of the section is devoted to discussions about the various topics and how they influenced later parts of the war- not so much when they happened during it.<br />
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Also covered in this section are the war aims of the various countries. The people of a country won’t support a war without knowing why they’re fighting, after all. Some of the works towards finding a peace (or in the case of Germany, trying to use peace feelers as a way to split their enemies) are covered here.<br />
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Part Three, Outcome, covers the Russian Revolution, the American entrance into the war, the final push of the Central Powers and the collapse of their armies, and their eventual ceasefire and surrender. The causes, progress, and results of the Russian Revolution, are perfectly blended into Stevenson’s coverage of World War I, and the same great amount of detail is put into it as the war itself.<br />
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The reasons behind the American involvement in the war, from the various political reasons to the Zimmerman Telegram are covered, but once in the war, the actual fighting the Americans were involved with was very briefly stated, although their presence was ‘indispensable’ to the Allies’ victory.<br />
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Also, the various tactical/operational improvements are discussed, especially prior to the Central Powers’ 1918 offensive, which met with early success but eventually drained the German manpower too much to allow them to continue the offensives, or even effectively defend themselves during the renewed Allied attacks. Also discussed is the role of Ludendorff’s mental breakdown in the eventual fall of Germany.<br />
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The final part of the book is titled Legacy. Given the grand scope of the war, and its influence to later world history, it’s an apt title. A few different issues are discussed here. First, the Treaty of Versailles, reparations, and the League of Nations are all briefly discussed. The eventual bitterness towards the treaty certainly contributed to the rise of nationalist groups in Germany after the war, so you couldn’t talk about World War I without discussing them. Much of this section, however, is concerned with covering the breakdown of the cohesion of the Allied powers, their reasons for their laxity in enforcing the treaty, and indeed the eventual rise of the Third Reich (although Stevenson makes a point to show that the events of the 1930s and later were not inevitable, but they were more difficult to defuse because of earlier choices). One of the primary reasons mentioned for the breakdown of peace is the lack of American or Russian involvement in post-war security.<br />
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I would recommend this book for anyone interested in World War I- unless you’re only interest is in the individual battles occurring during the war. Although the book covers the overall strategic decisions made by the powers fighting, comparatively little is written about individual battles. The Battle of Verdun gets about 3 pages of coverage, and some battles (for instance, the Second Battle of the Marne) get only passing mention. There are plenty of resources for readers interested in that. <i>Cataclysm</i> contains a 21 page bibliography- I’m almost certain you could find a perfect book for any topic you’d want listed in there.<br />
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If you’re interested in the politics behind war, and the various processes a country has to undertake to keep a war running, as well as the strategy and flow of World War I, I don’t think you’ll find a better book than <i>Cataclysm</i>. My only warning is that this is NOT an easy read- it’s going to take you a month to get through this, but it’s well worth it.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-38938433771721060142011-04-12T09:00:00.013-04:002017-09-09T19:18:16.885-04:00Received Four Roads to Moscow!So, early last week, I received my copy of <a href="http://boardgamegeek.com/boardgame/92140/four-roads-to-moscow">Four Roads to Moscow</a>, the 2010 Annual from Against the Odds Magazine. This issue is particularly exciting, because not only does it include a game covering Operation Barbarossa, but rather it includes <strong>FOUR</strong> games on the topic, from four different designers (John Prados, Roger Nord, Ted Raicer, Michael Rinella), each with its own style and rules.<br />
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I haven't had a chance to play any of them yet, but man the product looks good. I managed to get the last ATO release (Lash of the Turk) on the table- even though I've been really slow posting things on here!- so I'm really excited to see that they are getting on the ball this year.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-78570284087117424602011-03-10T10:00:00.001-05:002017-09-09T19:18:47.489-04:00Battle Report: Combat Commander: Stalingrad, Scenario 35- Spartakovka SalientThe next wargame played by Rob and me at PrezCon was a scenario from <a href="http://www.boardgamegeek.com/boardgameexpansion/34580/combat-commander-battle-pack-2-stalingrad">Combat Commander: Stalingrad</a>. The eventual goal for the convention was to break this out and actually give the campaign system a shot, but to start we needed to just play a game to get the rules for the system back in our head.<br />
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We chose to play the first scenario of the Stalingrad battle pack, Spartakovka Salient, which depicts elements of the German 16th Panzer Division fighting through some rear-line Russian units in an attempt to get to the Volga River (which I didn't check, but I'm pretty sure they succeeded at). This scenario is different for this pack, since it's the only one that doesn't use any of the new Stalingrad special rules (rubble, the urban sniper, etc) since they aren't in the city quite yet.<br />
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I was playing the Germans, and Rob was the Russians. The Russians have fewer and poorer troops, whereas the Germans get reinforcements who are fairly elite. Since Objective W was an open objective, we both knew that exiting squads off the opposing side would be worth double victory points. I drew chit F for my secret objective, which listed that Objective #2 (the one on the far side of the board, to the right) would be worth 2 VPs. Rob drew one as well.<br />
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We did our set up, Rob first.<br />
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Setup:<br />
<a href="https://picasaweb.google.com/lh/photo/SnWh3_pVP6s6-fvmP5W8EQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBmzDfJRM3KfxliBq14MNnIoQiwFJVkncy3AlGi7muGSrYqz4UzM1yITgZdd0HMAR6lJBFWZ8dQAaIxYnEy7GLv4iE8w0GKDGCXkmAnOxTRI7PkXhkDkqHfCk_JgmUKb5G76c82ukYlFbc/s400/Setup.jpg" width="400" /></a><br />
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After Rob's setup, I began mine (also seen above) and formulated my plan for the battle. Given that units exiting off the map were worth double, and given the superior quality of my troops, that needed to be my goal. I'd lock Rob's main force (which you can see in the above picture) down with significantly fewer units, and advance the rest off of the board, claiming Objective #2 along the way. Each squad leaving would be worth 4 victory points, plus I'd get the squads back the next turn. Can't argue with that.<br />
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Of course, the wrinkle in my plan is that Rob is listed as the scenario defender. That means he gets a LOT of extra abilities through the cards to hinder me. Mines, wire, and all sorts of tricky things would be thrown at me to slow me down.<br />
<br />
I begin the game by moving up on the right, into the woods, with a few squads plus a leader. My mortar takes a shot up the road into the woods, and I get a Time! trigger, but the shot has no effect. Turns in Combat Commander, for those who have never played, are determined by these Time! triggers- many random events happen during the game because of various triggers, as we'll see. Regardless, a Time! trigger in this scenario is a huge help to the defender (Rob) who not only gets a victory point, but also gets the game closer to ending (the game potentially ends any time after turn 7).<br />
<br />
Rob tries to take a few shots at me, but doesn't accomplish anything. He decides to send a Russian squad down the road to the right of the lake, to try to make me hesitant to advance around and off the map. I Op Fire at him and manage to break him, however.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/p_Cpp-F7y-9uoIan-8kFBw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEheb4jzeRCbJ0N2O29nyORjsAn0w7F2RtFV8WvJxdgTeHg4P2EhD4xGLxZjgQHqF7Iqi10p16LHsyCWmEtAoc4LRS5C7CkXv09DUPf4hX1tEre_Im4Hd0NA60RC89dJuUp8gjNVwEHkbFDF/s400/T1Early.jpg" width="400" /></a><br />
<br />
On my turn, I shoot at the broken squad in the open, killing it (and giving me 2 Victory Points).<br />
<br />
Rob and I then take turns discarding cards (instead of playing cards during your turn, you have the option to discard a few cards with the hopes of getting a better hand- if one person discards, it's not generally a bad idea for the other player to do so as well, since he is basically given a free turn), but Rob plays an action once I discard to get some reinforcements- rolls, and gets another Militia squad (big help there). He then continues to shoot at me, but again accomplishes nothing.<br />
<br />
I'm saddled with a hand of Command Confusions and Artillery Request/Denied cards... which are worthless in this scenario since we have no radios. I discard again.<br />
<br />
Rob's shooting finally gets some results, as he breaks my closest German leader. With no Recover card in my hand, I have to just hope I stay lucky enough to keep him there (without a leader, it's hard to move my Germans in groups).<br />
<br />
We trade a turn of me moving and him shooting to no effect, then on my turn, I finally some useful orders for once. I advance a Rifle Squad into melee with the Russian squad closest to me. Rob uses a Hidden Mines action which ends up breaking me, and I respond with two Ambush actions to kill his squad, followed by a No Quarter action to get some extra victory points. Can't complain about getting Victory Points! <br />
<br />
<a href="https://picasaweb.google.com/lh/photo/AUB27KKg0wcw6Xq_jevtxA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg8ax2A4GnqEepeuPiIMFQ5zRiFqeoREVV_XmbVbakJO_aYALAjGjcKX9nYS8IepciDOQyo5dMea050yRLN3xvz-wc9uNgdiiDKSMmUoh1AgZajUxCphS-kJmyzf_8C-XSeRA2aS_8JUhcy/s400/T1Mines.jpg" width="400" /></a><br />
<br />
Rob begins opening fire into my broken squad and leader, hoping for some kills, and succeeds in killing the broken Rifle squad. Some shooting also suppresses my Weapon team with the mortar (which has been rolling 4s all game for shooting, by the way). The leader recovers on my turn, and I begin moving them up the right, towards Objective #2 and freedom.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/-mmwNZI42FynghsmbZ0QHA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiIhIyENJe5VBSLbqMRTzY8vI8XYUUWXd-MPdFBWYO1r1umnXM8wYBnvk3rX7EZTQ3HmAoxsq-0ENksg7NT84sJ1iR7r4BGAwzald_WeZKWDZd2lRYr0PIkck2dnGHVqe53oX-EyWHIPf0H/s400/T1Moving.jpg" width="400" /></a><br />
<br />
I believe Rob ran out of cards here, which is a free Time! trigger, much to my chagrin.<br />
<br />
He follows this up by breaking my Weapon team, but isn't sure what to do about my guys on the right. I follow this up by bringing on my reinforcements- a bunch of elite squads to help deliver the hurt to the Russians! I work on moving my entire army up, but Rob uses some Hidden Wire actions to shut down my movement towards the top of the map (guess he was sure what to do ;) ). Rob doesn't accomplish anything on his turn, and I move out of the wire, and up some more.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/76olx5loOl2i9Z_3uO8ltw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWl3uqSYRS2WLGiu3OvcinvBnWneSya-f7jknLAK2poACtCAurStuVeCJicv-zY5X8YXEokeGGoSGHdWddXkx_N-mLQ7nWASKIK4-VWu55idN7sJ6wkJ0Kki1Rp0A2ZMd1z5OyipeIOnIM/s400/T2Left.jpg" width="400" /></a><br />
<br />
<a href="https://picasaweb.google.com/lh/photo/oRwnXryIxYW9E036RfAYeQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxZzp1HA6fRuksMySIuvBtlShJOFu9G1j8KzBH2lv__voBo5uAA5o5TwKwDn82FGbKYODvyEW_XX2gh5g8xYf5T0sOnBz2AaX5GzPK-0nErAUaGdyiEmeEoCX4iZeolWR6SNSl9jTGupGX/s400/T2Right.jpg" width="400" /></a><br />
<br />
Rob moves a leader, and I take a shot, drawing a 5 for my attack roll, which I use the Initiative card to re-draw, and get a 4 instead. Rob of course grabs a 12 for the defense roll, which is another Time! trigger for him. Sigh.<br />
<br />
After several rounds of us shooting at each other, I do manage to break one of his squads in the woods to the left, but he manages to Rout it out of there and into safety (and eventually recovers).<br />
<br />
I also, over the course of a few rounds, move point blank to his lone squad on Objective #2, and advance into it, killing the squad, and claiming the objective. My shooting also breaks another Russian squad. Rob isn't exactly idle, but his shooting isn't doing a whole lot (breaking or suppressing my weapon team a few times, but I keep recovering). He doesn't want to move out of the building, since it's an objective, and he doesn't know what mine is, and he can't really get the guys out of the woods on my left because I'll take chunks out of them as they try. He's just stuck waiting until I get things off the board, and trying to recover from that.<br />
<br />
After drawing through my deck (another Time! trigger), I oblige him. My two squads and 1-command leader exit the board, giving me 12 Victory Points, finally moving the VP marker to my side of the track (oh yeah- the VP marker starts on the 11 space on the Russian side of the track ;) ). These squads will come back on as reinforcements next time there's a Time! trigger. Some of my shooting then causes a Walking Wounded Event! which lets me bring back a squad. I now have a lot of guys on the board, and coming on.<br />
<br />
Rob figures that I might have the Objective #2 chit, so moves back to reclaim it, and again continues to shoot at me, without effect. I then discard cards again, and Rob again plays the action to give him a reinforcement roll, this time getting an Assault squad with a Flamethrower.<br />
<br />
We don't wait long for it to influence the game. Rob sends him into melee with the adjacent German squad, and we tie on the combat draws, wiping everything out (a net gain of like 4 Victory Points, I think). On top of that, Rob's next shot gives us another Time! trigger, bringing the game closer to the end. <br />
<br />
I focus on moving things up and around, but groan as I draw 4 Recover cards when I refill my hand. That slows me down for a turn as I discard them.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/JuGe84x7y6ZaYVM0C42hiQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg1DUDf0IiEN-xZwsixSIBMs4nDMCOIsFdYkloiSSSCYjW1WOowhkPs1ZlhAg03GalVSS6GP5jtTGslS8dwiuf4zDCFZAIvxSRUPRTUcz3rZE1fdOGMBEXHemjZ8VrcxaC0kavxf-zDyjVM/s400/T5Close.jpg" width="400" /></a><br />
<br />
<a href="https://picasaweb.google.com/lh/photo/iic0E5kl1ueXTnyBU7s1Dw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi4Sc7NUB5hNwF53nt48vgx5i44qSaxmKiBe5CPlsNFVQnyuogjureqAZKQP9EWBrCsSor1K8BAkyybgEX2_AGywVbvdrXtikZfueilfSDiNfGyw0uHKaVoMlYIczZQjk1LX7lOwWas1C8L/s400/T5Far.jpg" width="400" /></a><br />
<br />
Rob has decided to start trying to get the game over. He shoots, but fires as many individual low strength shots as he can in order to increase the chances of either of us drawing Time! triggers. He doesn't get any yet- but does manage to draw another objective chit. Realizing I'm going to be pressed for time, I move up quickly (dropping some smoke next to me to help protect me from shooting), but shoot and break another Russian squad. Rob responds on his turn by playing a Recover card... unfortunately the Event drawn ends up killing the Russian before the roll could've recovered him.<br />
<br />
I finally make it up to Objective #2, and have a move order in my hand to blow the game open next turn. However, Rob finally gets lucky- his shooting brings up a Time! trigger, and we are now at the point where we roll for the game end. It doesn't happen yet though. However, my Defense roll brings up ANOTHER Time! trigger, and this time the game does end. I never got a chance to move those guys off :(.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/1i7muzlwDcCXpSlkkV0oqA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-CJja44W6tgxij1HwX-sVUGcrIc6rJIA06LP63tys1m7BO_JeW5vieI3_6WCL5QrdEsGzRe84EERHA_maNvTUao7aJKqoZ9gsqQ32Ik-RJnQMKqOAhKZLeMiRlrHFyFtazs_uGfyanF7I/s400/T5GameEnd.jpg" width="400" /></a><br />
<br />
Ah well, we move onto figuring out the final score. Due to casualties and the turn I moved units off the board before, the victory point marker was at 1 on his side. My objective chit gave me 2 victory points for control of Objective #2. Rob's objective chits were L and J, which were 3 Victory Points for Objective #4 (controlled by me), and 2 Victory Points for Objective #5 (controlled by him). That means we ended with a net score of 2 Victory Points for me- a very narrow win!<br />
<br />
This scenario has a very different feel than any I've played with Combat Commander so far, and it was certainly a good time. Rob's shooting wasn't very effective, and a lot of that was due to poor luck. He had several good turns of fortune though, so it probably evened out. Overall, my luck was good as well. Rob thinks that his main mistake was setting up too far forward. I don't know if it would've helped, but it may have. I mean, he was close to winning as is- one or two more things going his way may have done it. Had the game gone another turn, I would've ended up with a pretty significant win.<br />
<br />
Hopefully we'll get a campaign started one of these days. Just another thing to add to the to-do list.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com1tag:blogger.com,1999:blog-7341097334401366902.post-82278299377126271182011-03-03T15:51:00.002-05:002017-09-09T19:18:41.087-04:00Battle Report: Conflict of Heroes: Price of Honour, Scenario 2- Cavalry Charge!The first game Rob and I brought out at PrezCon was <a href="http://www.boardgamegeek.com/boardgameexpansion/45132/conflict-of-heroes-price-of-honour-poland-1939">Conflict of Heroes: Price of Honour</a>. I had received this for Christmas, and I was really excited to put it on the table. After realizing I didn't have the trucks handy to do Scenario 1, we decided to play Scenario 2, called Cavalry Charge! It depicts the <a href="http://en.wikipedia.org/wiki/Charge_at_Krojanty">Charge at Krojanty</a>, where the 18th Pomeranian Uhlans Regiment bravely slowed the advance of a German infantry regiment which was supported by some armored vehicles.<br />
<br />
In the scenario, a forward German force is pounced upon by a numerically superior Polish force with significant cavalry support, with another small German force 'behind the lines' coming in as reinforcements. The Germans get an armored car coming on mid-game for support, which should be a little problematic for the Polish, who don't have too much in the way of anti-tank support here.<br />
<br />
I played the Germans, Rob took the Polish. Conflict of Heroes is an interesting game, as we'll see, because the turns are very integrated- there's no 'I go- you go' mechanic going on here. Both players' units are moving and acting one right after the other, and interrupting each other's actions. It means that the battle report here will actually have several things going on at once, so it should be... well, interesting.<br />
<br />
<strong>Turn 1:</strong><br />
The Polish cavalry comes on board, and I turn the nearest squad around to face them, hoping to make them more cautious about coming in at me. Rob, to try to draw off my activations, used CPs to bring on some other units adjacent to the cavalry, and I oblige by shooting at them, but don't do anything. He uses a Dual Attack card to unload into a Rifle Squad, killing it, and I return fire, damaging one of his AT Rifles. Rob's cavalry decides to charge into my LMG unit....<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/FIwWEAS7lIt5_Ky4-RWbSQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjMtGum3FS5Lr6InH-vK8vThiESxq10velMAHAhLdznK3SKtR8KT4HLepZlJhAIcxIAMuL7uBVFpMnh6gN-am-ZdvMIPzzPMIJ1Fmr7j1U-CvdFLEhUDSEPsqqC9ZsotZ7LlE9WHUqXQfZg/s400/001T1Cav.jpg" width="400" /></a><br />
<br />
And kills it pretty easily.<br />
<br />
I use the card I drew to put a Hasty Defense on top of another LMG, hoping to use the unit to buy some time for my guys to back up and link up with my reinforcements.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/WizzAEAnlKRoQ7JzDVx3Lw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivP3jPd2vepdmTuTtQuhG8vkJt8OyOolyerZH5JCyI2KTFFKAlsI24KdAAL-KqzJE0EKDHYbEdoV7H73fUaNzSHxvvgO6pWASkjTSESw8zm-OddObgauHU8oGrheiAdBIVYfXN9aHZlUtY/s400/001T1Hasty.jpg" width="400" /></a><br />
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Rob responds by moving his cavalry into the building, claiming the objective, and putting a lot of pressure on my guys who are still in the open.<br />
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<a href="https://picasaweb.google.com/lh/photo/VfD5ywwc5HAhAJRQbNLs2A?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEior21cw5OoWQZ_P1-KjS-LAb5fLeK5RIOrnrttfaRfTD6_2B4UwIP4bsz-7pTSfrc6aGgN3iG5k1G3Irk3B-i3mtOFyu1Chw5C0_o5VbWd5Yu4x5wi01LTOJRmte90sw38pRZ3ALHWOLpP/s400/001T1Reposition.jpg" width="400" /></a><br />
<br />
I fire a few ineffective shots, and Rob's cavalry reinforcements come on and get behind my advance force, making a retreat a bit more difficult. They get there pretty much untouched, despite some shooting by another of my Rifle Squads. I manage to put some small damage on one of them, I believe.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/ByltH-80MfTbSuNlnI6sRg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiICnZ-lZp9H3U9VHcwz45du7Z9hK_tAgCFf998M0-9YGml-aydfALrqzzULG0F1_SrrOxnusu9WBmm5sHqyQSKMLm3AFO5jqQt8jwqROvVj69cWDFA_F_tbDj72wd29p7hosLL5RPKrEbg/s400/001T1CavReinforcements.jpg" width="400" /></a><br />
<br />
With nowhere to go, I have my squads continue taking shots at the Polish forces surrounding them, causing a hit on one of the Horses in the building, but not really doing a whole lot else. My first group of reinforcements gets in position in one of the other buildings (out of the picture).<br />
<br />
<strong>Turn 2:</strong><br />
I continue into the second turn by shooting, but I don't get any effect out of it, primarily due to some poor shooting die rolls. Rob's HMG comes on the board and starts moving towards the south-western objective. My reinforcements work to get into position for the inevitable Polish advance on the other objectives, and I try to get some results up on the front, but my shooting just can't seem to do anything. Rob eventually rolls over my front German lines, and I'm left only with the reinforcements to fight the Polish tide.<br />
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<a href="https://picasaweb.google.com/lh/photo/o0UhmhU9fHClpdCisQsAlg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEih58RwC0ylWEQ4T1dH-TsUhhoRAQChl396CWbTs3PX9Vl0sFCf_qO3yQLRk8mLGoJ4VCJCrnw7gW56iUSZdMnYLT5pqRbRpkOET5oZ4HdbDp3rPXSuOCiOxxC3a6IMHhTZpjXeD9gHvzM5/s400/001T2GermanReinforcements.jpg" width="400" /></a><br />
German reinforcements almost in position.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/p21e33-_Lyr2A-bopQflTQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiijdLcHRJQmTvakF6zHvzIhJ7wrDGq7tCEGOJt__xJjBIVoeBIRi66sP5u-toJnKBOxZopQW_FQWnTfMITifUv0U8FNMh60iZ_neQXVp6AtmOncbKDpZJIwqF6xFKX1DKMgo4ZoOyujQB0/s400/001T2RobRolls.jpg" width="400" /></a><br />
And on the east side, the Polish have cleared out the German units.<br />
<br />
<strong>Turn 3:</strong><br />
Rob and I start the turn by dancing around the southern objective. Rob uses his HMG to advance towards the objective, and I counter by having my Rifles move onto the objective. Rob moves his HMG and a supporting Uhlan, I believe around the objective, trying to get an opening to shoot at the Rifle without taking a shot in return. The Uhlan moves into line of sight of my supporting LMG and takes a hit from CP shooting, but thankfully the HMG decides to back off, and the objective is fairly safe. <br />
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<a href="https://picasaweb.google.com/lh/photo/h0skbzx12FKNDAvQx_zsiw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLwHDPqToTDK0HzKD-CnhQMsKEKjG94RXxEA7sNs6q2n8usnhoyuWmBi4UTnTsUTr8QZK8Qug59pCZrBAaEPyXRtlvPJzCrVGFL1sWsWUmC_Ka3mhZ-flKV_Bt4wabYqP6oQREk7aXY_Dt/s400/001T3Dance.jpg" width="400" /></a><br />
<br />
The LMG finishes off the Uhlan and my LMG helping defend the northwestern objective moves forward a bit and starts taking pot shots at the Polish stacks, doing some significant damage (I think I ended up putting hits on 4 out of 6 counters in one stack in a single shot). Rob works to rally them to begin the late-game push, but doesn't get too many of them back quickly.<br />
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<a href="https://picasaweb.google.com/lh/photo/lyFWKNnHJ7RMkhIDERDhSg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi_KBtwIRdWJtISy8pWVgLfGsKFnxyLCEurUmGYG3qa9SyLqx0IcZkKXFk18aI-S4avMLcvLwH4KwDyyH6in2LYhO8IWHXjwan1g2-H2C-62OPWpM_m9lVe_wFZGAdEKVN4Ccb_nGrrB3NH/s400/001T3EndGermans.jpg" width="400" /></a><br />
German situation in the west.<br />
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<a href="https://picasaweb.google.com/lh/photo/VWdfxjDStIJG3eZjH_pP5w?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh8xHDOw0UCYSu6uXD2RAcj5mqLMLKtMcXNrQSmioqsNYfb9k6ad565DMLOnFb1U5q9J4SvA_vtRJDNpLytBXIY1nY3-4Gv0O8OHJiz2nDd2sekxiT9ZDisGa8i96UFzVgb8vYBLUr3sKhM/s400/001T3EndPolish.jpg" width="400" /></a><br />
Polish situation in the East.<br />
<br />
<strong>Turn 4:</strong><br />
This is a helpful turn for the Germans, since a SdKfz 231 (an armored car) comes on the board as a reinforcement. Just as happened historically, the Polish really don't have a lot of tools with them handy which can easily take it down- those Anti-Tank Rifles need an 11 on 2d6 to put a hit on it if they aren't point blank (and don't have help).<br />
<br />
My LMG starts the turn out by shooting some more at those vulnerable Polish stacks, continuing to do a bunch of damage, and giving me some VPs (I'm pretty far behind at this point). Rob focuses his efforts on the bottom objective, finally clearing it out, and claiming it, depriving me of 5 VPs, and gaining 2 for himself.<br />
<br />
My armored car comes on, moves into a supporting position, but doesn't manage to deal any damage on the Polish attackers.<br />
<br />
Rob ends the turn by running an ATR right behind the Armored Car- a certain way to have me sweating starting next turn.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/NiIXnfF2s90ZfwRX-jzE5g?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDjSzG0Lm-LJpz2xeCYBl9FzHfiHKZV3TbjX0r8m_ncEKsA_fluQQxPpmv4GGhecDnb9p1LII47YI0UxLsWa_35Zk8zpMrzbytkqejH3RyxlJ3ESCXaFMmLiFWJgro_riSBG8_85KHe5p1/s400/001T4End.jpg" width="400" /></a><br />
<br />
<strong>Turn 5:</strong><br />
I win the initiative, and turn, preparing to get the vehicle to safety. Rob happily fires his ATR, getting a hit, but thankfully the damage draw is damage to the gun... meaning I can't fire at vehicles. No loss there. <br />
<br />
The vehicle gets free, and I start putting the pressure on the southern objective, shrugging off the ATR fire in the meantime, and taking a pot shot at the ATR, putting a hit on it. I charge in and start unloading on the unit there, but don't manage to do anything worthwhile. Rob and I trade shots, but nothing much is done, and the game ends with me impotent to get anything done to change the result.<br />
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<a href="https://picasaweb.google.com/lh/photo/Scf-r99yfaepnvg8X7VOdA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnpbhV5fpQYMyk8HM4tt00i0wd3_xS0lhjQ117kKCuLx3UO7kDenQyhL8yFT-BKnt1OMulvgNHiXzZm_OwDpO9KxEKxYD6jUBBOwQsHn6J5VLc7WRcC7uDXzkjC-1NGavJJQ9lkk1W-eXP/s400/001T5End.jpg" width="400" /></a><br />
<br />
<strong>Conclusion:</strong><br />
We calculated the Victory Points. Rob had killed 8 of my units, and had taken 2 of the objectives, giving him 12 VPs. I killed 9 units (mostly horses), and didn't control both B11 and G17 (just one), meaning I ended with 9 VPs, a Polish victory!<br />
<br />
I'm guessing, the next time I play, that I shouldn't bother trying to fight with those front units- just get them running to the back objectives, and work harder to hold them. Holding both the back objectives is worth 5 VPs to the Germans, which is pretty significant. Combined with a few casualties as the Polish advanced past the first guys, that would probably be enough to win.<br />
<br />
I haven't played this game since Awakening the Bear, and it's undergone some pretty serious changes. I really like the new version however, a lot more than the previous one. The components are still beautiful, but the basic game mechanic is so involved that you never feel like you have down time, even horridly outnumbered there's still a lot you need to do every turn.<br />
<br />
We finished our first day at PrezCon by playing a game of Dust Tactics, but I'll throw some pictures of that when I'm done with my wargame battle reports.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com2tag:blogger.com,1999:blog-7341097334401366902.post-2587853787224423182011-02-27T01:00:00.000-05:002017-09-09T19:18:03.098-04:00A shortened PrezConWell, sadly, my PrezCon trip was cut short by an emergency, and having to drive Rob back from Charlottesville to make a Saturday morning flight. That meant I was there from Wednesday night until about 1700 Friday.<br />
<br />
In that time, I did manage to get a decent amount of gaming in, however:<br />
<ul><li>Combat Commander: Stalingrad </li>
<li>Conflict of Heroes: Price of Honour</li>
<li>Dust Tactics</li>
<li>Earth Reborn</li>
<li>Imperium</li>
<li>Incursion</li>
<li>Triumph of Chaos</li>
</ul>No ASL Starter Kits or Napoleon's Triumph, I'm afraid. Not too shabby otherwise :).<br />
<br />
I had a decent amount of time on Saturday after doing some cleaning and recovering from my screwed up sleep schedule, so I managed to get in a few solo games of the new ATO release which was waiting for me- 'The Lash of the Turk', plus the bonus game, 'When the West Came East'.<br />
<br />
This upcoming week I'll make sure to post a bunch of playthroughs and pictures. Looking forward to getting them up!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com2tag:blogger.com,1999:blog-7341097334401366902.post-58172977607047512552011-02-16T17:15:00.000-05:002017-09-09T19:19:11.100-04:00Battle Report: Nations at War: WSR Basic Scenario 3: Vierville, FranceAnother report that still is about a month old, but at least now I'll be caught up, so that once I come back from PrezCon I can start posting about my time there immediately!<br />
<br />
Rob and I played Nations at War's 3rd basic scenario back in January. This scenario depicts a battle after Omaha Beach to take the town of Vierville-sur-Mer. In game, the 507th PIR is defending Ville Sur Le Fleuve against a few German infantry formations- the Schtz.Btl.107 and the Kampfgruppe Beck. This scenario is all infantry, and is pretty light even on the support pieces (a couple of HMGs). It's just about the Germans grinding control of the town against outnumbered American defenders.<br />
<br />
I played the Americans, and seeing that the Germans would have to cross at least some open ground to get to me, set up fairly far forward. I kept a unit back so that I had a safe path to move through if I had to abandon one of the positions. The Germans enter from the South board edge on the first turn, so don't start on the board, but automatically get an activation to start the game.<br />
<br />
<strong>Turn 1:</strong><br />
The Schtz.Btl.107 formation gets its free activation, and Rob moved his units on and up.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/EdB4HK2H4Ke89TqjWnlmBQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEizihtiV8SyF0art0hzVaiWsEISEYvs9tYxSypfsfRT7uAVKxH0QEFKIaWOkj43PMMhjsVrNmFjJPkERt6N7U5iFo8fZ8xI-2KXGNa4gF-BIQaPVcXt0crnmzLDQH2DxoaqDiQqMDJs-kkO/s400/003Setup.jpg" width="400" /></a><br />
The river doesn't exist for this scenario, by the way. Having done that, the Schtz.Btl.107 formation chit is put back into the cup, meaning there's a chance that the German formation could move twice in the first turn.<br />
<br />
Next chit draw was the 507th PIR. I had nothing in sight, so I just repositioned a little bit, but tried to keep as much un-moved as possible in case I had a chance to Opportunity Fire.<br />
<br />
The first End Turn chit was drawn next. As the scenario defender, that's always great news- if the German formations can ever go a turn without being activated, it'll really help my chances! However, it didn't matter in this case, as the Schtz.Btl.107 chit was drawn before the second End Turn chit.<br />
<br />
The Germans continued advancing as quickly as possible, and I opened fire on a German unit entering the woods, disrupting it.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/OqLfyHJl3tqOAVA7zRZ4Ow?feat=embedwebsite"><img height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeiiwi_t_DuxPg-vPR198ecU9U3BrVyB4nEQ8seqqKkUNWiNoA-KNzW7xAzoRuOvYKPDKAi_5Fx-9XS9WSfxUnnrzOpzQHfQXw41Aw7Xa-LInGZwUh0hbrnFffUonTIafhLtnmfAWgkaVl/s400/003T1End.jpg" width="300" /></a><br />
<br />
<strong>Turn 2:</strong><br />
We drew the first End Turn chit immediately, much to Rob's unhappiness. Unfortunately, a German-less turn wasn't meant to be yet, and we drew the Schtz.Btl.107 chit immediately after. <br />
<br />
The disrupted German unit rallied, and the formation began its work. The HQ and Inf unit opened fire on the nearest of my Para Inf units, getting a single hit which I couldn't save, disrupting it. Rob moved his other German unit into the woods, and prepared to begin the assault. His first unit moved into the open, and I destroyed it by fire from my HQ/Para Inf stack. The second unit moved in to assault my disrupted unit, and succeeds in killing it. The Para Inf who was right behind the just destroyed unit attempted to Op Fire, but to no effect.<br />
<br />
Next chit draw was the second End Turn, ending the turn.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/-0lvoj3gWoRn7o6ykvCdiQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjuBB6UIF2TWbdV1_nG4wOLOMJy0QNU3cWLCx244BwE74r-YnVV1yJZaD4dDxQ-eQR8Ax430jP5Mdr0NzqQGNwlwnTkq7N0AoUh7WGwE9M3HEOZYxZwaMgw32lwU-kB4PjfIyx0zY_kofpN/s400/003T2End.jpg" width="400" /></a><br />
<br />
<strong>Turn 3:</strong><br />
On this turn, Rob received some reinforcements- the Kampfgruppe Beck formation is added to the chit cup, and enters on the board from the south to help with the German push.<br />
<br />
The first chit draw is the recently added KG Beck formation, which advances onto the board, well out of my line of sight.<br />
<br />
My 507th is activated next. I move my non-stacked Para Inf units back, to buy me some time. My HQ and Para Inf stack fires at the Infantry unit in the woods, disrupting it.<br />
<br />
It's not a big help, as the Schtz.Btl.107 chit is drawn next, and Rob immediately rallies the disrupted unit. He decides to go after my HQ, and begins by firing his Infantry with an HMG at my HQ/Para Inf stack, dealing 1 hit that I fail to negate- I'm not disrupted and still Ops Complete). Not good. He moves in to assault with 2 of his Infantry units, healing 3 hits to my one, and killing my HQ. Now, since I have no front-line defenders, he moves his other unit into the city uncontested.<br />
<br />
Not a good turn for the Americans!<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/kcJxurIMkbEWozXxLuKTnQ?feat=embedwebsite"><img height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwipKO3_exfNCwtd_JwPdk-y9odSAsk9LozctOhB9bdiqSMYZ6Xnw_QnDssgqqJv6BegNQj3FeitBMoSfBPS8HiWAOFOZOpXQf2WdhgnhgnlFz9HqOv1Mvq6HZX9Tu5wFImnLaXMvoz1Fw/s400/003T3End.jpg" width="300" /></a><br />
<br />
<strong>Turn 4:</strong><br />
Followed by an amazing turn for the Americans. The first two chits drawn are both End Turn chits!<br />
<br />
<strong>Turn 5:</strong><br />
The Schtz.Btl.107 chit is drawn to start the turn, and they press the advantage, moving their units through the city. When Rob moves his HQ and two infantry units up, I take a shot with one of my Para Inf units, and deal 2 hits, disrupting both of his units. The Para Inf who shot didn't get off easy though, and was assaulted by another two units, dealing 4 hits while receiving 2 in response (disrupting both attackers).<br />
<br />
The 507th chit is drawn, and fortunately, I get a few reinforcements this turn as well (2 more Para Inf units). They advance on from my left, and I move them towards the rear of the city, thinking that I might try sending one the long way around to draw off some attackers. My now reduced HQ and a Para Inf unit shoot at an adjacent German stack, and deal 2 hits, with Rob failing to save either of them. More disruption!<br />
<br />
Since the turn can't end without KG Beck getting a shot to activate, they do so, and advance up further.<br />
<br />
<strong>Turn 6:</strong><br />
KG Beck gets another shot to activate, and move up. I Opportunity Fire with my Para Inf and the reduced HQ, rolling 3 hits. Rob negates one of them, but I'll still take the disruptions.<br />
<br />
Both End of Turn chits are drawn next. Turns like these are really going to help my chances!<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/Qls-Mb9Cot_ye-BYHrIgIA?feat=embedwebsite"><img height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipLwSfmgYVsT7Wm2xfdAKf3KjOl29inK5G2iRACxXw7eQKu6OmsKw8H3422ANcOsUOCP5uFy_m2NA1HLwGCNTcOO-LzI119otUGiuoJ9UqZrRVfsLhS-4FpoKzEVzD9gULjAW2h53B9LmP/s400/003T6End.jpg" width="300" /></a><br />
<br />
<strong>Turn 7:</strong><br />
The Schtz.Btl.107 formation chit is drawn, and naturally, Rob rallies all of his disrupted units. His nearest Infantry unit shoots at my Para Inf/HQ stack, and disrupts me, but the HQ again dies. He then assaults that unit, dealing 4 hits and receiving none in return. The rest of his formation moves into position and corners me.<br />
<br />
Our first End Turn chit is drawn and then the 507th chit is drawn. I decide that I'm not going to be able to loop my guys around, sadly, and just moves everything in to prepare for the final rush.<br />
<br />
The second End Turn chit is drawn, ending the turn. Things are looking really bad for me now, but it's not over! Although it'd be better if it was...<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/4Jr12N97gPel7UtAkpbl8Q?feat=embedwebsite"><img height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKv_lRJpXHrPtIZYRxhx4uQyw6-pUh3wRGXyr_WfBM1OdFGfsqndkTgEATia-qQf-IwT1YLwQUv8ietp2aojmaXCY1QGFTUyXoy4O2iIJ4PvXqKh-Ira0VO0mHY7gsLfGjw4tY1euBZETH/s400/003T7End.jpg" width="300" /></a><br />
<br />
<strong>Turn 8:</strong><br />
This turn is started by KG Beck activating, and moving up to lend the support Rob needed to push through. Their advance is slowed, however, when I Op Fire at their advancing units, and deal 2 hits, disrupting the leading parts of his advance. Rob isn't very concerned, however. Not with that many units floating around.<br />
<br />
The 507th activate next. I take a shot at an adjacent stack, and disrupt them. Really powerful stuff here.<br />
<br />
The first End Turn chit is drawn. I'm hopeful...<br />
<br />
But then crushed when Rob draws the Schtz.Btl.107 formation chit. However, I catch a break when his nearest squads <u>don't</u> rally! He moves the disrupted squads away, and begins sending in the assaulters. The first group jumps in and deals 4 hits, but thankfully takes 4 hits. Critically, since I've tied him, the assaulting units are repulsed, and I'm not pushed out of the hex. I am badly reduced and disrupted, however. Plus, my HQ managed to die again. Rob still has another unit ready though, and he sends him in. He deals a single hit, and I return with a single hit. I'm now down to a single reduced (and disrupted) squad, and I'm staring at a LOT of attacking Germans. Thankfully though, the turn ends.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/vwcWQpa8Ws3k-Ljf8w7oxA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKZkfg5cxCElF3BVnl3la7tMNpbY-s8aX9lEQtSluTMZLJBH03HZ0U7nsVymzwhayAOPMEwnomqHNlUnFa67jAZ64PrGnWKuvGrMRXXIy_SH8D-z35QPLsH-qhPFwjhJwaE8ihiw7lNYBs/s400/003T8End.jpg" width="400" /></a><br />
<br />
<strong>Turn 9:</strong><br />
Last turn!<br />
<br />
The first chit drawn is the End Turn chit. That's VERY exciting- the game ending here would give me a win! If any German formation is drawn, however, my chances are very slim.<br />
<br />
The second chit drawn... is the other End Turn chit! YES! Victory for the Americans! I managed to win with a single reduced/disrupted Para Inf unit in the town.<br />
<br />
<strong>Analysis:</strong><br />
With a chit-draw system, a lot of a player's success is dependent on how often his formations get to activate. With the one German formation getting a free activation on the first turn (with a chance for a second) and the second German formation not arriving until turn 3, we can do some quick checking to see what the 'average' number of activations each formation can dream about. For the Germans, the Schtz.Btl.107 would average about 7.7 activations per game (it activated 7 times this game) and the KG Beck would activate 5.2 (4 in the game). That's not a huge difference for the former, but that's a huge loss for that latter formation. Had he gotten that 5th activation, I'm sure Rob would've swept me from the table. The Americans, by the way average 6.7 activations (I activated 5 times). Those two turns without activations (and Turn 6, with just the one KG Beck activation) were critical for me winning. <br />
<br />
Obviously, the number of activations doesn't tell the whole story- when formation activate in relation to one another is a big deal as well (being able to activate twice in between an enemy's activation could be key), but it's helpful to keep in mind how things could go, especially for the attacker to consider his pace. Rob played fairly aggressively. Had he known beforehand how many activations he would get, would he have tried something different? I'd guess not, but you never know.<br />
<br />
This scenario seems pretty tough on the Americans, but since it's an infantry-only scenario and there really isn't a lot going on, I don't think it's going to get much play regardless. I'm sure I screwed up a little with my play, which probably hurt my poor American's chances as well- I'm guessing I need to be more selective about my shots. It didn't feel like I had many options, however.<br />
<br />
This is a game that's going to get played a decent amount of times at PrezCon, including playing some of the advanced scenarios. That should be very exciting.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com4tag:blogger.com,1999:blog-7341097334401366902.post-761841752717120892011-02-10T14:15:00.001-05:002017-09-09T19:18:32.834-04:00Battle Report: Frontline General: Spearpoint 1943 (1/8/11)Yeah, this took me over a month to finally post. That's pretty terrible. I'm going to try to get more on the ball with these.<br />
<br />
Rob and I played two games of Frontline General: Spearpoint 1943 on one of my few free Saturdays, the 8th. We decided to start playing some of the Situations (scenarios) that are available to give us some variety in the game.<br />
<br />
First up was <u>Situation I: Take Out Those 88's!</u> In this situation, the Germans (played by Rob) had 3 crewed 8.8cm FlaK 36 cards on the rear line, with 2 front lines that must be beaten through before the Americans can finally take them out. The goal of the game, of course, is the destruction of those 88s, and the Americans have to accomplish this without aircraft. The Germans aren't allowed to start drawing reinforcements until Turn 3, but they do get 10 free victory points a turn (needing 75 to win).<br />
<br />
After choosing our decks (Americans start with 120 points vs the Germans 80), we set up to play. For my starting hand I chose a M4A1 Sherman, Tank Crew, Rifle Squad, and .30Cal LMG Team. My hope was to use the Sherman to spearhead my attack (harder for the infantry Rob starts with to kill, and use the infantry to finish the job (the infantry is harder for the 88s to hit, needing a 13 vs an 11 vs the tank). I didn't write down what my deck consisted of, next time I'll try to include that. My drawn Command Cards were Withdraw (useful if my tank gets damaged), Reconnaissance (not really helpful for this situation, since Rob doesn't start with units in his hands), and Frontline Priority (great for getting a unit I need into my hand when I need it). Not a bad start truthfully.<br />
<br />
Rob immediately begins the game by playing a Sabotage card, removing one of the Shermans from my deck. Ugh.<br />
<br />
<strong>Turn 1:</strong><br />
I commit all 4 units in my hand, hoping to eat through at least one of his frontlines, and putting the pressure on early.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/35LduHYdxitP9ijQQPp5Ng?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh_YOJW3HpQdfMjmYwT3gwdkwvZsGoQjha6GFfYBbIlMh3XXHXRqGET787Ke5ovs2W2UVTSXpfwIqddo3JnthKK4sP5IxY9QPIdhVLl3v9e_rTeWzmf2nIBjZ3BJgDW2aPbrFOt4dGtL1Nq/s400/010811FGScen1Start.jpg" width="400" /></a><br />
Right after first commitment phase.<br />
<br />
Rob begins the Combat phase by playing Fire For Effect, making his artillery a lot deadlier to my poor Sherman (8 intensity vs the Sherman's 5 armor isn't nearly so scary as 12 intensity vs that same 5 armor). He then proceeds to win initiative.<br />
<br />
By the way, it's worth noting here that although the choices of targets for each card is very important in game, it's not a very interesting read, so it's not likely to be mentioned in any report I write. Usually just the results.<br />
<br />
Rob's first shot was an 88 at my Sherman, which missed. I followed up by having the Sherman (targeted by all three artillery pieces) fire at the German Rifle Squad, discarding the Reconnaissance card for a +1 attack on my 75mm gun. I missed with all of my attacks, however.<br />
<br />
The German Rifle then shot at my Rifle Squad, killing it. My LMG fires and misses. With nothing of mine left, Rob goes through his guys- my Sherman dies to an 88, and the German MG-42 Team kills my LMG.<br />
<br />
During the draw phase, I draw two units (Tank Crew and a Rifle Squad), and use Frontline Priority to get another Rifle Squad. My Command Card draw is a Fighter Ace (useless in this situation).<br />
<br />
Rob at this point has 34 Victory Points (he needs 75 to win).<br />
<br />
<strong>Turn 2:</strong><br />
I choose to commit nothing, knowing that I'll just get slaughtered, and needing a few more units so that I can sweep through him. I'm able to gain a bit of an advantage solely because the Germans aren't allowed to draw Reserves until turn 3. With no combat, this is a quick turn, and I draw an Artillery Crew, a 57mm Anti-Tank Gun M1, and Commit Reserves (allowing me to play a card from my Reserves deck).<br />
<br />
Rob is up to 44 Victory Points.<br />
<br />
<strong>Turn 3:</strong><br />
Since Rob is going to start getting units this turn, I decide I can't keep waiting. I commit everything, and use commit reserves for another Sherman (I apparently had 3 in my deck). With an artillery piece, 2 infantry squads, and a tank, things are looking up for me.<br />
<br />
Rob then wins the initiative. He fires an 88 at my Sherman, damaging it. The Sherman takes a shot at the Rifle Squad, and manages to deal 6 damage to it. The German Rifle Squad fires at one of the American Rifle Squads, damaging it. I draw a 'Shaken' card, retreating my Rifle Squad to the rear line, really hindering my attack. <br />
<br />
My other American Rifle Squad beats on a German Rifle Squad, causing 13 damage (don't remember the damage card), but it turns out not to matter as my ATG finishes it off. Not a bad turn for me, really, although not great.<br />
<br />
Anyway, during the draw phase I again choose two units, and draw an Artillery Crew and a Tank Crew. I also draw another Fighter Ace. That's just terrible. <br />
<br />
Up to 54 VPs.<br />
<br />
<strong>Turn 4:</strong><br />
Well, with a draw like that, you can imagine I had nothing to commit. Rob did, though. He put a Scharfschutze (Sniper) in his first front line, and plays a Lay Smoke card on his front line Rifle Squad. That limits my front line units to attacking his sniper, and means I can't break through his front line this turn. Ugh!<br />
<br />
I once again lost the Initiative.<br />
<br />
Rob's first shot is an 88 at my Sherman, but thankfully he misses. In response, my Sherman kills his Sniper. Once again, with free reign to shoot, Rob manages to kill my 57mm ATG and retreats another of my Rifle Squads to my rear line. He's now up to 70VP. Not looking good.<br />
<br />
I again choose to draw 2 units, and draw a Rifle Squad and another 57mm ATG. I also draw Sabotage, which I use immediately to get rid of the Pz. VI Ausf. E Tiger I from his deck. Have to take those small victories :).<br />
<br />
<strong>Turn 5:</strong><br />
With Rob on the cusp of winning, I need to win THIS turn. Well, I can't. But that doesn't stop me! What does stop me, however, is Rob playing a Capture That Unit! card, rolling a 10, and ending the game with 82 victory points. Oops.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/B4Xg0c7aNQIZBQeLTs0y-w?feat=embedwebsite"><img height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgeXBOpYj-Z0oxZyFIsYfGmB-Ovj6sn4nRaKdTMVFU-6S_xNOvqZ4S5URrY2rkqV06kd3bFoaTYwtXJYOCtjWWy6AULb-iweSQACE7LSvtwfg6mXe1ZKkUxNXW6EK3MwwDsQEqr3PmmQfWe/s400/010811FGScen1End.jpg" width="300" /></a><br />
That's a picture of a sad me writing down the results of the current game. In the immediate foreground is the impenetrable wall of FlaK 88s.<br />
<br />
I pretty much did as poorly as possible that game, and I think next time I play, I'll have to be a little smarter about what I do. Tanks are a bit more vulnerable to his artillery (the 88s were used as anti-tank guns, after all). Maybe more infantry and a few artillery pieces of my own (so I could return fire with my own long range stuff) would have made this a closer game.<br />
<br />
We weren't done here though- we decided to take a shot at <u>Situation II: Beachhead Air Defense</u>.<br />
<br />
There are two parts to this situation. First is an air battle, with 4 planes apiece, fighting to the death. After this is done, the remaining aircraft are put onto the bottom of the victor's reserve deck, and a land battle begins.<br />
<br />
There's one more component to this game, however- a US Landing Ship is making landfall at the beach, and is a vulnerable target for the German aircraft. In fact, for every point of damage done to the LST prior to the aerial fight being done, the German player gets an extra victory point. Given that the American aircraft is a bit better than the German ones, that's a key way to make up the difference.<br />
<br />
Rob and I screwed this up, badly. See, we missed the line that the LST was removed once the aerial combat was over. So we left it out there. That means his tanks were taking pot shots at it, and doing a ton of damage. That's pretty game changing. So although I wrote a bunch of notes, and even took some pictures, I'm not going to be writing a report for it. It's sufficient to say that Rob one this one, but the game would have been a lot closer had I actually READ THE SCENARIO. Ah well. Live and learn. Sounds like the second situation will be pretty enjoyable now that we'll do it right.<br />
<br />
Here are some pictures of our second game anyway.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/kYPweU8iv9wZfql8_K-Dkg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiccLZo4B_-GNR0iQrNXv-Zni1gVwafAE7GMqjYdbgyAYJPW8IBdBtD52RB3oxaoyysHusJkva8Iq_YuK45jV58moWOip73dVe_TQTTPbte7j-zwjJRHSjlAmIdyWolH6ljhIu8UL-o3r4J/s400/010811FGScen2Start.jpg" width="400" /></a><br />
Ready to begin the game.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/JhUM0ly0G2zo7Pqq7KijGA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJVbiELME359bYzvgEaYCwyJMEZMGacyzPfDfnhDb2seACAkqx2t13CEimevyTAxd3zo6gIC41rpU2-kUmzj-id_fhAG5HQOptSbd1SnKjM8aUGpy9uAGPoY6CZZlKsld0ajdQOHdk6xuw/s400/010811FGScen2GoingWell.jpg" width="400" /></a><br />
The air battle begins to go well for me.<br />
<br />
<a href="https://picasaweb.google.com/lh/photo/ZKRBqg4F8eSKQ6xNPMz-CA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiuMLOxzhu8xEZRqqX1xEcMlklG0TpNbdY4XL-xXKN3GxsdPk3tTBbyjLG1ZO2EluzMTDPtbtEQuCUroFiAe1zT45JzpMDcekNDRbN6qP9-TGjXPi5TOli-cz4pBA8RBuGjqzwneRPGqHB0/s400/010811FGScen2End.jpg" width="400" /></a><br />
As always, I'm struggling when it comes to the land-based part of the game.<br />
<br />
We'll be playing this game from time to time at PrezCon, so I'll have more game reports going up next month, as well as a review, finally, since I'll finally have enough experience to do so (plus, I need practice writing reviews).Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com6tag:blogger.com,1999:blog-7341097334401366902.post-70680986014134064532011-01-21T15:00:00.001-05:002017-09-09T19:18:03.104-04:00Going to PrezCon 2011Well, PrezCon 2011 is coming up (end of February!), and I've finally begun planning what I'm going to be bringing and playing there.<br />
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I posted a geeklist on Boardgamegeek with the games I will be bringing to PrezCon, as well as what my buddy Rob will be bringing as well. He'll bring a few other games as well, which are also on the list. Check out the list <a href="http://www.boardgamegeek.com/geeklist/63390/games-were-bringing-to-prezcon">here</a>.<br />
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If you see these games being played, and see me playing them (I'll be the handsome guy with the red hair. Handsome-ness not guaranteed), come up and say hi!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com2tag:blogger.com,1999:blog-7341097334401366902.post-1184271977609819262011-01-04T09:00:00.000-05:002011-01-04T09:00:00.593-05:002010 Recap, and my hopes for 2011Just as with all my blogs, I'm putting up a post to summarize the last year (as far as gaming is concerned), and look towards the next one.<br />
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First, let's start with the blog. I finally moved away from doing news, because CSW does it better, and started putting content up on here. Last year that consisted of 53 posts, most of it news, but resulted in 950 visits from 589 visitors (since April). The five most popular searches that led here were "Cardboard Warriors", "Cardboard Soldiers", "White Star Rising", "Wargame Publishers", and "Spearpoint 1943". I managed to get 3 Battle Reports and a discussion about a book up here, but that's about all for real content. Not very impressive.<br />
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Gaming wise, I did a lot better. Looking through my plays listed on Boardgamegeek, here are my wargame plays for the past year:<br />
<ul><li>Advanced Squad Leader 17 </li>
<li>Some Poles Apart: The Battle of the Westerplatte 9 </li>
<li>Frontline General: Spearpoint 1943 7 </li>
<li>Manoeuvre 6 </li>
<li>All Things Zombie: The Boardgame 4 </li>
<li>Dust Tactics 2 </li>
<li>Nations at War: White Star Rising 2 </li>
<li>Wellington 2 </li>
<li>1898: The Spanish American War 1 </li>
<li>Corps Command: Dawn's Early Light 1 </li>
<li>Dixie: Bull Run 1 </li>
<li>Hold the Line 1 </li>
<li>Jena 20 1 </li>
<li>Kingmaker 1 </li>
<li>Panzer Grenadier: Airborne (Introductory Edition) 1 </li>
<li>Triumph of Chaos 1 </li>
<li>World in Flames 1 </li>
</ul>Obviously, what exactly qualifies as a wargame is fairly loose, but these are what I would consider to count (that don't include miniature games). That's 17 different games, 58 plays. Really, that's not terrible, but i could certainly do a TON better. Expect to see more playthroughs on this blog in the upcoming year, as I play more games, especially a larger variety of them.<br />
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Reviews are something I've not quit gotten around to on this blog. There are two reasons for this. First, I feel that a person should play a game several times, be familiar enough with all of the variants and ways to play the game, and have a pretty good experience handling the game as a whole to give a good review, and there aren't many games I'm qualified to do that with. Second, most of the games I'm at this skill level with are older, and the average person who wants to read a review is going to want it about a newer game which they are interested in buying. With that said, I may still throw a few up there this year, simply 'because'. We'll see.<br />
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I may take a crack at designing a scenario or two for various game systems, but we'll see if I get that far. With my life a bit more stable, PrezCon and the Winter Offensive coming up, and a lot of new games to get on the table, you can be sure this is going to be a great year to read this blog!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-45818181526023510642010-12-27T11:00:00.001-05:002017-09-09T19:19:07.520-04:00A set of wonderful Christmas gifts!Well, with Christmas (and the gifts) done, I finally can post and enjoy my new gains.<br />
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To start, Rob bought me <a href="http://www.boardgamegeek.com/boardgameexpansion/45132/conflict-of-heroes-price-of-honour-poland-1939">Conflict of Heroes: Price of Honour - Poland 1939</a>, an expansion to the Conflict of Heroes series. I've never managed to play more than the first 2 firefights from the first game (Awakening of the Bear), despite really liking the rules. Let's hope I can get some time and drive to get it and this expansion on the table. Thanks Rob!<br />
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Next, the girlfriend bought me a Nook, from Barnes and Noble. I'm in love with the thing. Currently, I'm reading <em>Anabasis</em> by Xenophon. More on all of this in a later post.<br />
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When I came home from spending the weekend with the girlfriend's parents, I found on my doorstep a copy of GMT Games' <a href="http://www.boardgamegeek.com/boardgame/34659/the-spanish-civil-war-1936-1939">The Spanish Civil War</a>. I had apparently ordered it, and long forgotten about it (I had canceled all my GMT preorders earlier this year because of financial constraints). That was a pleasant surprise, I don't own a single game on the subject, and I've heard good things about this one.<br />
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Finally, I received a ton of free ASL products, to help assist with playtesting, as well as being a better player. This included a bunch of the old ASL Annuals, which was a huge surprise. I'm almost done clipping the counters for Beyond Valour, and once that's done, you can be sure to see several battle reports of Advanced Squad Leader as I work to gain more proficiency with the rules and tactics.<br />
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I got a ton of other great gifts, but they aren't really relevant to my wargaming, so I won't list them here.<br />
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Anyway, hope everyone's Christmas was awesome!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com2tag:blogger.com,1999:blog-7341097334401366902.post-80733388363597930272010-12-25T09:00:00.000-05:002010-12-25T09:00:07.569-05:00Merry Christmas!Yeah, like there isn't enough blogs saying this exact thing today :).<br />
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No real content, but I wanted to wish everyone who takes time to stop by and read this blog a Merry Christmas. I really appreciate you guys stopping by, and I have a bunch of ideas for the new year to provide reason to come back!<br />
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Have a safe and happy holidays in the meantime!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-54335154304622103262010-12-15T09:00:00.098-05:002017-09-09T19:19:11.097-04:00Battle Report: Nations at War: WSR Basic Scenario 2: Le Hauderie and Montmar Tin-En GraignesWow, I've been busy! This took me a bit longer to post up than I expected.<br />
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The final gaming I did on Black Friday was another game of Nations at War: White Star Rising, this time with an opponent: Rob. We played scenario 2.<br />
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Scenario 2 covers, according to the description, an attack by the US 175th Regiment and 29th Infantry Division to take the towns of Le Hauderie and Montmar Tin-En Graignes, held by the German 17th SS and 352nd Divisions.<br />
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A quick Google search doesn't turn up either of those two towns, but I'm guessing that the scenario references the towns of <a href="http://maps.google.com/maps?hl=en&ie=UTF8&ll=49.289866,-1.19339&spn=0.07815,0.142479&t=h&z=13">Lenauderie and Montmartin-en-Graignes</a>, which were kind of a side show to the Battle of Carentan (town shown on the map linked). Maybe the names (or spelling of them) have changed in the years since the battle?<br />
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Regardless, Rob played as the Germans, and I took the Americans. The goal was to advance the Americans across the map, and take either of the two cities. I had 8 turns to accomplish this. Nothing else special going on. <br />
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I have two formations under my command: the 2/16 Infantry, consisting of a lot of infantry on foot with some heavy weapon support, and the 73rd Recon, with some Armored Infantry and an M8.<br />
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Rob's formations were elements of Kampfgruppe Dauer (SS infantry with heavy weapon support), and elements of Schtz.Btl.107 (consisting of... more infantry with weapon support).<br />
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Just a warning, pictures are a little flaky this battle report. I struggled to get the camera to work correctly at the store.<br />
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<strong>Turn 1:</strong><br />
I advance both of my formations west (the American formation automatically activate the first turn of this scenario), crossing the bridges, and pretty much being stuck out in the open.<br />
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We then draw both of the German formation's chits, and Rob uses the opportunity to reposition his units to receive my attacks.<br />
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<a href="http://picasaweb.google.com/lh/photo/3MTi6gR06enZJjZPIGZQTg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwoasQW-KGhQM2bwer3FIQIhaOZAWRFjy4XEjzHDNCBZEyV4m8pz7AdIGYU_UjA7ynbT5J9Eaomwc3dkKj_zWp_c_hF1w6y0gOnu0d-rsKGhs2gsh6L33MQ30FDU2_FOnlrnvEALZWVXy7/s400/002T1North.jpg" width="400" /></a><br />
Movement in the North. No shooting yet.<br />
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<a href="http://picasaweb.google.com/lh/photo/Mc7P3SkLVBuyeot0iW2tAQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZfIk7_W4ajVi91O-cPOhyphenhyphenPiacjkHKHAqL7kL7ADxC7esLyiUaUfdBdGslWbZLQTj8cFhRts1SeJQznOL6sMGn3s4G5t3vhB_IMsJP1uLB7mc8khqeGtAzZqnmPIIawou6gG_yXEyk3Rx6/s400/002T2South.jpg" width="400" /></a><br />
And my movement in the South, again, thankfully, no shooting yet.<br />
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<b>Turn 2:</b><br />
The first chit drawn was the Schtz.Btl.107. They started shooting at my infantry (with their 81mm Mortar), disrupting one, and reducing another by shooting from a German Infantry unit.<br />
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I was disappointed, however, when we drew two straight End of Turn chits, ending the turn. That left my 2/16 Infantry a bit damaged and out in the open, without first getting a shot at recovery.<br />
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<b>Turn 3:</b><br />
First activation is the SS in the south. Since I'm out of effective range (and still embarked, limiting the effectiveness of his infantry) they don't accomplish anything.<br />
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2/16 activates next, and they begin to move into the woods. Having played on map A during my first solo experience with the game, I figured that the best way to get into position to attack the city would be through the woods. This helped a lot, since it meant I was out of sight of most of Rob's shooting. However, I didn't get away fully- the Schtz.Btl.107's mortar took an Opportunity fire shot against my ATG, and managed to disrupt and reduce it. <br />
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The Schtz.Btl.107 activates at this point and the mortar attempts to finish off the ATG, but failed to get any hits. Rob sends his HQ with an Infantry unit into assault against my HQ and Infantry, and are dealt 3 hits (and cause 1, I think), causing the unit and the HQ to be eliminated. Not good for him.<br />
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The turn couldn't end until the 73rd activated, and they finally did so, moving up safely (Rob had attempted firing with the SS earlier to no effect), and I disembarked my infantry, deciding that either way I was going to be vulnerable, but hoping to take cover in the cultivated terrain next turn and advance into the town.<br />
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<a href="http://picasaweb.google.com/lh/photo/jN7-A54JR4aYebMdIXk9tQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt5jR92U_0X480E4t6P0_zDlEva2YMv6s-VbZk7-FEFV4_zNV6TiTowjJhc5pqiaaE_tNf122CoxXAuq7qOvH3nD-NVpqRwgYNusmB7fsZ9xA1rWJuJAx8_QKeXwapR-Zn-ODNZZcbWYB-/s400/002T3North.jpg" width="400" /></a><br />
Action in the North. With no Germans defending the forest, I'll get a good shot to move through it and threaten the target city safely, I hoped.<br />
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<a href="http://picasaweb.google.com/lh/photo/xoUOqMCqzNX8RUBogp4Mcg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg61_E2lUL51rpRtaNPa8bYmw6V1NfcQeM-1txlhghLF78h8XZAK4gZHFQf5Bpb2QmxcB2qhX3oCpz-89qW5nzRoZBy91glaWoWOV9Iai1EDoXLop7vmtm71SREp91amiS3MGw-nd2rZpx5/s400/002T3South.jpg" width="400" /></a><br />
Status in the South. With luck, next turn I would begin to take chunks out of my opponent.<br />
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<b>Turn 4:</b><br />
The first chit drawn was the 2/16 Infantry, which is great news for me. I rally what I can, and I push through the forest. The 57mm ATG doesn't rally, and sits out in the open. I opt to leave it behind. My goal is the city. I move one of my infantry stacks to get a line of sight into the open road, just in case Rob tried to move across it, and threaten my army.<br />
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After drawing one of the End of Turn chits, we then drew the 73rd Recon. I chose to start reducing my opponent, and I open fire, killing one of the Arm Inf units facing me, and disrupting the ATG.<br />
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Fortunately for me, the second End of Turn chit was drawn, and although the German formations were required to activate next turn, it still felt great to get a practically free turn.<br />
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<a href="http://picasaweb.google.com/lh/photo/7Lcj6SxYYX53ujD7tTC1hg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiElaPqS2r5f1YVbDNebspHWHK_kSjy59vUvy0J70XbR7qMn6GB9zB0Q6CwfeUj7C0NVBCGQO8UbfKp95CFbsq2-LuWlEiSBQPMD_D6j9mFmek5iWWwkhX8UVpS0jy3wwu8x17PEJ0cof1H/s400/002T4North.jpg" width="400" /></a><br />
Progress in the north. Looking good!<br />
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<a href="http://picasaweb.google.com/lh/photo/Goxjz9sWAa6_XpMViYoqrw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjs8QDS_KudWqZwzfvDP2leZZnUUwzvY-tGnqklbZGtnTXe-SsZ4qgnd_w40eHuixEcCPuPixPE2l5rVZUiV4PfKqJ4y7gIGWRslTq5Jm10zcafXnPj3563djpXhl1o37pqWcPAw4Vre1rL/s400/002T4South.jpg" width="400" /></a><br />
Progress in the south (sorry about the glare!). The defenders start to feel a little sparse.<br />
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<b>Turn 5:</b><br />
Of course, in true 'fair' fashion, the Germans are the first two formations to activate on Turn 5. The Schtz.Btl.107 activates first.<br />
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With the HQ being thrown out of position by its death, the whole formation is not in a good spot. The 81mm Mortar failed it's Out of Command (OOC) check, limiting what it could do (basically, it's only allowed to fire as Opportunity Fire). The German HQ and the Pioneer unit went after the rear of my infantry column, assaulting into me and causing 3 hits, while taking one in return. The HQ attempted to bring a second unit with it, but it was disrupted en route.<br />
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The SS activated next, and began firing at my attackers, who were in the open. They disrupt the infantry squad stacked with my HQ, as well as another one of my infantry squads.<br />
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The 2/16's formation chit is drawn next, and ignoring the Germans, I move to the edge of the woods closest to the town, and prepare for my glorious assault.<br />
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The first end of turn chit is drawn, and I briefly stress that the 73rd could be subjected to a second round of shooting in the open, effectively ending it.<br />
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It's not to be, however, as the 73rd Recon's chit is drawn, and I rally my army. I assault into the nearest Arm Inf unit, but sadly take three hits (and dealt 1), eliminating the Infantry unit, and the HQ with it. I shove the rest of my infantry forward into the cultivated field, hoping that I activate before the SS do, so I can deal some heavy damage.<br />
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Turn 5 ends with me threatening both towns, but with pretty heavy losses in the south.<br />
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<a href="http://picasaweb.google.com/lh/photo/DfZDyYvkFBZ4a14ezO_sBQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjsMjVZIC0HsV2JXlElztjyN_D_v-YqEg32NBat8md3iwHG7nfBicyxphTcUoe9pFxIoU1LCnw4n9XnXI8oDk81uJyjVqZ5gBBA7eIEHz8ZyjYPYRlEqGQbLz6HpXZv36m5dnTAcWCiwejG/s400/002T5North.jpg" width="400" /></a><br />
In the North, things aren't going so terrible. I can begin to attack the town next activation.<br />
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<a href="http://picasaweb.google.com/lh/photo/Lx1XdRaLaMHOMCNUB7xXPw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjExbs5BjgZO1meEwaVzzEP3TnvKnx61ne_CllAPumpZqL5ci6j-ByuWF-gWVGkNNX0-DXv7bAITpyh5JRVCznPVHtP3LJGXO7q3xHxB6KdKUeT9yFZbv9-UstHsrR-ga_KUkgzJ0LSUKSL/s400/002T5South.jpg" width="400" /></a><br />
In the South, things aren't as great, as I'm now outnumbered and surrounded.<br />
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<b>Turn 6:</b><br />
The 73rd do get to activate next, and I quickly assault an Arm Inf squad, killing it. My M8 fails to provide any help with its shooting, yet again.<br />
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The first end turn chit is drawn, followed by the SS formation. They start by shooting at my Infantry squads, dealing 2 hits, disrupting my units. This is followed by an assault by one of the Arm Inf units, who dies for his efforts, but clears out my infantry, leaving me with only the M8 stacked with the HQ. Not a really scary combination. This effectively ends the game in the south- I spend the rest of the game taking a few shots at the defenders, and try to assault at one point, but I have no realistic shot of success there.<br />
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Unfortunately, the second End Turn chit is drawn, moving us to Turn 7.<br />
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<a href="http://picasaweb.google.com/lh/photo/zYLtWlMiVBhQSllpL_-tOQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0cQrRZCTo6SDgJryVbJ2ycwNN7Q7jrTPNAosLiz1gW0-pqgYBpFgefKKFEfF6SKqJ5epO949ks0VhZan-tEkPRmwOELarxbYoTyGafXthcQ2qx8S_5825U7ToESjIubiTrOR1nWWmE4kJ/s400/002T6South.jpg" width="400" /></a><br />
American offensive is effectively ended in the South.<br />
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<b>Turn 7:</b><br />
The Schtz.Btl.107 activates to start the turn, and Rob begins to retreat everything he can back towards the town (sadly, it's less than he'd like). Everything has passed their OOC checks and rallied, so he's as good as he's going to be at this point. The HQ and the Pioneer assault another group of American infantry, and deal two hits.<br />
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The 73rd Recon and the SS both activate here, but since Americans have already lost down there, I'll skip the recap.<br />
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The 2/16 gets to activate before ending the turn, and I begin my assault. I send two Infantry units assaulting into the first hex of the city, and although they only score one hit (and take 0 in return), it's enough to clear the squad in there out of the way, meaning I've claimed the first hex of my goal! However, it's about to be turn 8, and if I don't get an activation I've lost!<br />
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<a href="http://picasaweb.google.com/lh/photo/XMUNTMIKOzgWCDgTMGps6w?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgjiTeHqdVsNXWd6Yz4drdZJjI3XmC3n1HPboof36mk3WYuB4uzvrwpLkK-lvSnWkxZ49M2oO_1xlsdG9YV_xoOfx5k4YqbAiulKNe8OjMxTYGsTsG5oq3KqMGiHPfqQkwbyTAa8V_LRQAo/s400/002T7North.jpg" width="400" /></a><br />
Americans take the first hex of Ste Jeanne.<br />
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<b>Turn 8:</b><br />
And I get lucky. First activation is the 2/16!<br />
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They assault the city fully, and completely claim it, killing the defenders. Rob realizes that he has nothing that can get there and win it for him... and concedes the victory to me. Americans win!<br />
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<b>Thoughts:</b><br />
I thought this scenario was a bit more interesting (and closer) than the first scenario, although it's a bit peculiar. There's two battles going on, and they have no reason to ever interact (since the Germans need to defend both cities. It's almost like two small scenarios being played at the same time. I'm not sure what the Americans can do in the South, although I suppose staying in the vehicles and maybe trying to get into the forest in the south would be an option. I don't think there's enough time to do it though.<br />
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In the North, I think I did what the Americans will have to do. Rob believes he set up his defense too far forward (meaning he was chasing me to the town at the end of the game) which is probably a true observation. If I ever get a chance to play this scenario again, that's probably what I will end up doing.<br />
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So far, definitely like the system. Hopefully I'll get a play on Scenario III soon!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com2tag:blogger.com,1999:blog-7341097334401366902.post-74114918373349087272010-12-03T12:00:00.002-05:002017-09-09T19:19:03.269-04:00Last weekend gamingOn Black Friday, instead of wasting my time with all that 'shopping' stuff my girlfriend talks about so much, I decided to go play some games at Games and Stuff in Glen Burnie with Rob.<br />
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It was a pretty interesting event- it ran from 11am till about 3 am on Saturday (and we were there for all but maybe an hour or so of it). And man, did we get some games in. <br />
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Starting the day off, we played two games of <a href="http://boardgamegeek.com/boardgame/36367/dust-tactics">Dust Tactics</a>- a newish release from Fantasy Flight Games. It uses miniatures, but it's not really much of a 'miniature' game, since a lot of mini concepts don't really fit. It's pretty simple, and played pretty quick (once we figured out that Rob was teaching the rules wrong ;) ).<br />
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Ended up playing it twice, with Rob taking the first scenario, and me the second.<br />
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Scenario 1:<br />
<a href="http://picasaweb.google.com/lh/photo/mVCLrBAWFX7-E0AiME3dxA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg7Xk0Z-lFvFbOsu-8FiOR2TWrSpI6j0jIX-UZUzUubVkl-NUiYnPuoOeK0YEP1A5ycLyA6SNTeO30l8pj-Cq17Sl4KQQhFaIS7-I_V_gxz1vPGfRav_1mC0daDea69nXk9J4rH_GN_08na/s400/dtscen1.jpg" width="400" /></a><br />
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Scenario 2, early in the game:<br />
<a href="http://picasaweb.google.com/lh/photo/hiEU871Dj0_WSZR8kEyTZA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjFpzMnNeMNUL5lxoJ2mOBIAw-i8ZSbiSR3CTD5KVqspddDNFi2b7t8BKoRMaQQaYCwPHNCk01pHksnFEL9YweG5t4KQYreNSE_jCMP1pGqGdMQm7ktpwxeU9ApHj-dj2VAv-b86cxVl-SA/s400/dtscen2.jpg" width="400" /></a><br />
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We followed this up by playing two games of Frontline General: Spearpoint 1943. I was the Americans twice, and lost both times. I'm just not sure how to get the Americans to win, grrr.<br />
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Next time we play, we should be trying a scenario, maybe that will make the games more competitive.<br />
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Next up, we played <a href="http://boardgamegeek.com/boardgame/40603/incursion">Incursion</a>, by Grindhouse Games, a Nazi-era game with zombies. It was a pretty good time, and plays similarly to Space Hulk in some ways. Our first (introductory) scenario was a basic one- the Americans have to close off the entrance points to stem the tide of zombies. After a particularly unlucky turn for Rob (playing the Americans) I cruised to a win.<br />
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The second game involved both players trying to retrieve an item in the center of the map, and taking it off board. I got there first, but died, and Rob grabbed it and took it off the board for a win.<br />
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Some pictures from the second game:<br />
<a href="http://picasaweb.google.com/lh/photo/3LtlCg_UA1-0oCshBJpKIg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiz5z5laT8FTrYx9hejsSmKqWOEIkj7ecxuOBMHuIIs5QTdpAqBKQZGvmPUnDl6UAaETpV7xd-Dvc7273QzqZbAgUZV4WCfUUmHXK1YIU8kzxB_xJDpW4O0aOPKtq5E6Yh3U1wp7WClwOR7/s400/incurscen2.jpg" width="400" /></a><br />
<br />
<a href="http://picasaweb.google.com/lh/photo/8cGDib7BsKH1kM2Q3Ez23Q?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi-WrpePqPkuMgsyyYdhdO65FJQccaggjrCtYcUIsdxkMgLdaMpBwVGQK94S2uyd6vdjgTJObEEjPtKYQeraQiLKV9Ugf3dOMrk3GOEpoqqrffbNhC74mxwaz2Ov5R_eb37-49dkuYcaCaO/s400/incursionzedrush.jpg" width="400" /></a><br />
<br />
Next up was a game of Warmachine. That gets covered on one of my <a href="http://boisterous-exuberance.blogspot.com/">other blogs</a>.<br />
<br />
Next, we played a game of <a href="http://boardgamegeek.com/boardgame/17396/manoeuvre">Manoeuvre</a>, a quick-playing favorite of ours. We ended up playing the Ottomans (run by myself), vs the Spanish, run by Rob. After trading some blows early on, I pushed forward for a nightfall victory, by having my cav swarm his side of the board late game.<br />
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This picture is a little after halfway through the game. One of my cav units got surrounded up towards the top, but thankfully survived.<br />
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<a href="http://picasaweb.google.com/lh/photo/LsSaYAp2JV7mRko-6RRRwA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg_6YN3rlc0j5PjeSkh9T-adavnEpaL5KdocXk83JWstjVo7NgnYKzrbwxOThSpQ-AfkSE89sQcwo25PAyMVpOsofV_qoDoDAlg5zFsCx5kpIWuPP706tsx4hjV3fm72tNrBt120SLvBzw4/s400/manoturkspain.jpg" width="400" /></a><br />
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Nations at War, scenario 2 followed- I'll put a post up about that here soon.<br />
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<a href="http://boardgamegeek.com/boardgame/35342/hold-the-line">Hold the Line</a> was next. This is a Worthington Games release covering the Revolutionary War. The scenario tried was the invasion of Long Island, with me playing the British. I'm not sure I really got the hang of this game- the Americans retreated pretty easily, and I wasn't able to put much pressure on them throughout the game.<br />
<br />
Early game:<br />
<a href="http://picasaweb.google.com/lh/photo/skSTg43Mwsve5eRFT4sTrQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQnlWOuclHfTmkLIMPk5CWMlTQUYVhXNOGthE9oP0fJRlym7_MaEDK4FqUo-TkqtdsyH3bJBO3tjmiENCuZabiZ31kf9a_gUvrbsg-ySSTxj5PpdkkXql11uvBfjDf2UT8Wu6dgLlL2KGE/s400/htlearly.jpg" width="400" /></a><br />
<br />
Later on:<br />
<a href="http://picasaweb.google.com/lh/photo/kQmII7-t1O9TzRLdW20FVg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5V0iWylE3S-3Ibu33RrsC2KTUXzmW00mHdRA1PzO8d6XiPysnW45lYNS_KnPgMLsKpzPiDUI-o9xYo7oZMDwRq5Ma3R_rCEwFFwQ-WP8-hj8_8gnrvGY4_eWwEkPJrlVFh-6YUK_o8zxm/s400/htllate.jpg" width="400" /></a><br />
<br />
We finished up the day with another game of Manoeuvre, with me as the Americans facing off against the Austrians. It came down to the wire- I put myself into position to win on the last roll of the game, assuming an about average roll. Failing that though, I ended up losing.<br />
<br />
Lots of gaming, and lots of fun. I also won a copy of the <a href="http://boardgamegeek.com/boardgameexpansion/38784/flames-of-war-firestorm-campaign-operation-bagrati">Flames of War Operation Bagration campaign game</a> which was a nice bonus.<br />
<br />
Will have the playthroughs of the two games mentioned up as soon as I can!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com4tag:blogger.com,1999:blog-7341097334401366902.post-32412766613344454172010-12-02T14:10:00.000-05:002017-09-09T19:19:11.093-04:00Battle Report: Nations at War: WSR Basic Scenario 1: Noville, BelgiumAfter reading the rules, clipping the counters, and looking longingly at Nations at War: White Star Rising for several weeks, I finally got around to playing it. Unfortunately, I didn't have an opponent handy, so I ended up playing it solo. This generally isn't a bad thing, especially when I'm first playing a game, because I'm sure I'll need to check the rules multiple times, slowing down a Face-to-Face game.<br />
<br />
The first scenario covers a precursor battle to the Siege of Bastogne, in Noville, Belgium. In the battle, a battalion of the 506th Parachute Infantry Regiment (PIR) and 4 M18 tank destroyers attacked units of the 2nd Panzer Division who were en route to capture fuel dumps needed for the German offensive. The M18, a notoriously fast vehicle, and the infantry support got to a spot on the highway well before the German objective, and began to attack. The result was a solid victory for the Americans- the M18's strong shooting and mobility caused the Germans to stall on the attack (believing they were going up against a significantly stronger force than they actually did), and the Americans ended in possession of the town.<br />
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In the scenario, we have a similar situation. Kampfgruppe Beck, with its 6 tank platoons and infantry support are attacking the town of Ste. Jeanne, defended by infantry of the 507th PIR, as well as tank support from Combat Command Alpha (CCA). An M18 platoon is attached to the 507th.<br />
<br />
To make the game more interesting, a portion of the Kampfgruppe Beck formation enters from a randomly determined board edge as a flanking force.<br />
<br />
<strong>Deployment:</strong><br />
<a href="http://picasaweb.google.com/lh/photo/49pGsayl776G_Zuux-dH1Q?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEXHIQ_jG0ReWN6wGisKUzeqSHtza7aYaTYrxcuAQNxh9mPcdNqwrIpvZT32Kq_7DH1gw4-xOAOzZLIakMX-fyJE9EhPpv3jIZDAvhEZ_qY06xEHOsKN0-8bCPMPkBFPtpWFCHomUuKiYn/s400/001SetupUS.jpg" width="400" /></a><br />
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The Americans deployed on both sides of the road, but kept a sizeable amount of forces back with the town, in case the Germans broke through (the tanks would hopefully have to assault the town, which isn't favorable for tanks vs. defending infantry).<br />
<br />
<a href="http://picasaweb.google.com/lh/photo/LG3YNXjoBjoqdD_gkffcCg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi8HS_WCT6KPKp2JWcYU0_QecOJj8YK6b9kdIKuPHbC6rXMn9YnQfya0pR2ijqJEIHfdjQ-gGV2q1xhZaQXLPinmY0njdnPxD_Rpq6FRQ1oQsGvYqfKvcljMyWLAP_pO32QsziIFpv366fC/s400/001SetupGerman.jpg" width="400" /></a><br />
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The Germans deployed in the town, prepared to advance across the river as soon as possible.<br />
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Nations at War: White Star Rising uses a chit-pull system, so there's no guarantee certain formations will activate from turn to turn. This factors into the German plans- they have to move into position fast, because they can't know how many chances they'll have (they will activate a minimum of once every other turn however). They have 8 turns to accomplish their objective.<br />
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<b>Turn 1:</b><br />
Very uninteresting turn. The first chit draw was the End of Turn chit. CCA was then drawn, but with no one in sight and no real need to reposition, they passed. The second End of Turn chit was drawn, ending the turn.<br />
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Since neither the 507th nor the KG Beck chit was drawn this turn, neither End of Turn chit was returned to the cup. One would be added back to the cup upon each of these formations activating.<br />
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<b>Turn 2:</b><br />
The first chit was the 507th, who passed, since they didn't have anything to do.<br />
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KG Beck finally activated. The flanking force rolled to see their entrance location, rolling a 3, meaning they were coming in from the south. The tanks on the right moved across the river. The M18 on the hill took the opportunity fire shot at a Panzer IV, and reduced it. The unit of Para Inf with the HQ also Op-fired at another tank, but failed to get any hits.<br />
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The units coming from the south (a Tiger, a STUG-III, and a unit of Infantry) advanced into the forest right next to the 507th. The 57mm ATG fired at the Tiger, but had no result, but the mortar hit the STUG-III and disrupted it.<br />
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The 2nd End of Turn counter, just added back to the cup, was drawn, ending the turn.<br />
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<a href="http://picasaweb.google.com/lh/photo/X2vb-NLlTnunRRqMS_jylA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEik-9hBzJ5dlIJBeIhimZ6mbfcucx-7DBipxft0C5gMk7V_uea2hbvbdh1R-LrKCAiInbcriZ7VUlZh3UbU8Pc12mbBPrfxJrwOjZ40o3_R_H4i_RUi3X4NQ6_7pdujk5SEkKFlkp1wY_Qq/s400/001T2-EOT.jpg" width="400" /></a><br />
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<b>Turn 3:</b><br />
507th start the turn by activating, and with plenty of targets, they unload.<br />
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57mm ATG fires at the STUG for no result.<br />
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The Para Inf and HQ fired at the Panther nearby, resulting in 3 hits (using 2 Fate Points to enhance the rolls), which kills it. The other Para Inf deployed towards the front retreats some. <br />
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The M18 fired at a Panzer IV, disrupting it, then moved back. The 60mm mortar tried adding its fire to the Panzer IV, but did no damage.<br />
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Not a terrible round of shooting- losing a tank this early is bad news.<br />
<br />
<a href="http://picasaweb.google.com/lh/photo/3OwkDqSBhHeMKsI6QFJlpw?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgiUa7Sw7rd3j6QrZbKMMhE6G_mAE42LwEuxhM1MfDw09oZJZQ5vm_gNfyUsB2bUetbrSkFrbLEI6gC4sHePCZntXPdjxe6rgduLp1fWGVb7M8bOK7ssrsYtdIY2eN1QvTJQK80BeNwqqbr/s400/001T3-507.jpg" width="400" /></a><br />
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CCA activated next, but did nothing but reposition to prepare for the German advance.<br />
<br />
<a href="http://picasaweb.google.com/lh/photo/hkAN4ePG89YGd8cqpiXZhA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiKLcOZrli2CIjvpJXGkk22SsNEJIcPkd8Zy2c4tRYwrkZaEL8gKyPCtwlzPmsxNBjBzrSdTtCckIxuG0UuLZrS72fg6rNWAB8_I4EWOnIi6B29NKmIdj75V12lu6zYMrSHTIEckSnGpFE7/s400/001T3-CCA.jpg" width="400" /></a><br />
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Two consecutive End of Turn chits end the turn, and with the Germans out in the open- they definitely had to be concerned about getting their activation (so they could rally from their disruption) before taking more fire.<br />
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<b>Turn 4:</b><br />
End Turn marker is drawn. The second one won't be added until the KG Beck activate, however.<br />
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Luckily for them, they get the first activation. Unfortunately, both the STUG III and a PzIV fail to rally (although the PzIV with the HQ does), meaning they would be unable to shoot or move closer to enemies they could see.<br />
<br />
The Tiger takes a point blank shot at the ATG, rolling 4 dice and needing 3s to cause hits, he manages to get only a single hit, which disrupts the ATG. The PzIV and the HQ take a shot at the ParaInf (w/HQ) in front of them causing 3 hits and killing it. I have two of the German Infantry units unload from their APCs, and try to have the Panther assault the Mortar, hoping to clear it out of the forest. The Panther, sadly, deals 0 hits, and takes 1 in return, disrupting it. The other transports wait, hoping that next activation the tanks can clear enough of a hole for them to make a move towards the town.<br />
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And the second End Turn chit is drawn ending the turn. Halfway through the game, the Germans aren't making very good progress, although the 507th isn't looking very good at the moment.<br />
<br />
<a href="http://picasaweb.google.com/lh/photo/oPmKtp4KoXpe4-cS2yVnBQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgacH8vp6KyHZ-TMCuFJrwB7GEEQbXsbuswh-W11Zp49S490VEIWOhELZLxSgfQgTnU9bTqctRpep-YCwe10zktXbO08xtfLEZhoiqDFLx_1r_X9m_-zjVz4ue0XeDe0VRlpwCBB4c7QQ6T/s400/001T4-EOT.jpg" width="400" /></a><br />
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<b>Turn 5:</b><br />
At the start of this turn, a Chaos Marker is added to the cup. If it's drawn, a random event occurs.<br />
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The 507th activated, and with the HQ being moved way back after his death (and his reduced command range), the formation had to start checking for being Out of Command. The ATG and the mortar both failed the test, meaning they wouldn't be allowed to shoot or move, except as Opportunity Fire. The ATG did rally, however. The HQ moved onto the hill, to bring the southern elements back into command.<br />
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The Chaos chit was drawn, and the roll resulted in a Comms Breakdown- the next activation to activate would have to roll for being Out of Command, regardless of where their HQ is!<br />
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CCA got the pleasure of suffering the effects, and it was pretty painful, with an M4A1, and Armored Infantry, and the M4A3E8 going OOC. A different Sherman with the HQ fired at a Panther, causing a hit, but was negated by the armor.<br />
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The 81mm Mortar was more successful, however, firing at the Sd.Kfz.521, causing 2 hits (using 1 Fate Point), reducing and disrupting the half-track.<br />
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The first End Turn chit was drawn, bad news for the German...<br />
<br />
But again, are lucky to be activated in time. The STUG and Sd.Kfz.521 all rally, starting things off great.<br />
<br />
The sHQ and a Tiger assault into the ATG, causing a single hit (and taking none in return), knocking it into the open. The STUG III and the Arm Inf did the same to the 60mm mortar, but caused two hits, reducing it before knocking it into the open.<br />
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The reduced half-track overran the mortar, causing a single hit and killing it, but takes 2 hits (and negating one) from the M5A1's OpFire, disrupting it. The other Sd.Kfz.521's infantry disembarks. The HQ and PzIV moved up to the M18, which OpFired, causing 3 hits (using another Fate Point to increase the die roll), only one of which gets negated, reducing and disrupting the PzIV.<br />
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The second End Turn chit is drawn, ending the turn.<br />
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<b>Turn 6:</b><br />
The first two chit draws were End Turn chits. A VERY quick turn.<br />
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<b>Turn 7:</b><br />
Every formation would have to activate this turn, since none activated last turn. The first End Turn chit was drawn immediately, for all that it matters.<br />
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The 507th activated first. The ATG in the open failed to rally. The M18 fired at the PzIV next to him, hoping for the kill, and caused a hit, but the armor negated it, and the M18 moved away. The 507th end their activation, since they didn't really have much else to contribute.<br />
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Combat Command Alpha activated next, and started by shooting their M4A1 with the HQ at the STUG III, causing 3 hits (with none negated), killing it. The M5 fired at the reduced Sd.Kfz.521 in the open, and gets a hit, but the armor roll negated it. However, the 81mm mortar took a shot at the unit, and caused two hits, killing it.<br />
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KG Beck finally activated, and managed to rally everything, but by now they were pretty severely weakened, and needed to get to that town as soon as possible. They advanced up, with the sHQ and Tiger overrunning the ATG, killing it.<br />
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<a href="http://picasaweb.google.com/lh/photo/AJuZgeCD6G6XjAO8GpGvRA?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEitXlhp1ZI454mIVzE38R9mOHuBJCEqP9MbcZzt-m0JlRFR7baYDuevAg-dIvlIfIVDapthBuP3YHPKs_gkbPvvrY_CqxXPTVkFTJ3rDgjixduYyeRuVHpQ-TgOb3T4S2Cord7828WIgJcL/s400/001T7-EOT.jpg" width="400" /></a><br />
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<b>Turn 8:</b><br />
Well, it's not looking good for the Germans. They need to take all three town hexes, and don't really have a lot of forces in range. Plus, they needed to actually be activated this turn. Going to be tough!<br />
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The 507th was activated first. The HQ and the Para Inf moved up, hoping to assault the Tiger, but the OpFire from the Tiger deals 3 hits (with the terrain negating 1), disrupting and reducing the Infantry.<br />
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KG Beck gets their activation, and prepare for the final push. The sHQ and Tiger fire at the CCA HQ w/ the M4A1. They cause 2 hits, and although 1 hit is negated by the armor, it's enough to disrupt the unit, preventing it from shooting. <br />
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An Arm Inf moved to Assault the M5 and the reduced Para Inf, and deals 2 hits, taking 2 in return, but manages to kill the 507th HQ, and again, prevents the M5 from shooting.<br />
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Finally ready for the push, the KG Beck HQ moves with the PzIV towards the town, and are fired upon by the M18, who causes 3 hits, killing the PzIV and HQ. <br />
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Unable to achieve their objectives, the Panther tries to go in anyway, and takes a shot from a Sherman, disrupting it.<br />
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Game ends with no hexes of the city under German control. Pretty solid defeat.<br />
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<a href="http://picasaweb.google.com/lh/photo/nZYdw5cUMxKUWQP13lHMrg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjgdHFfAfPqowlWzsQ0PfHVFEQlkZkFWyqcLJQfxy6Gi5YGJuonV_rBkIBdKIJVLebQGVuLYyYDiaVCWouPPWofU1Ca09VSMIJq24Iz5Bw-NehfLNvplBZjXRfkCskbE8u8A3AS_a9551JT/s400/001T8-EOG.jpg" width="400" /></a><br />
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This scenario is tough on the Germans, who really have no choice but to go straight at the city, right through the prepared defender's lines of fire. There isn't enough time to go around to either the north or south, though I suppose they could take a shot at going through the southern forest some, to protect against some fire, but I'm not sure it would help tremendously. However, it's a fairly good introduction to the series, and hopefully I'll get some more games in soon!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com4tag:blogger.com,1999:blog-7341097334401366902.post-83252431520192728082010-11-10T09:14:00.000-05:002010-11-10T09:14:26.723-05:00I haven't been idle, I swear!This past weekend, I finished clipping the counters for Nations at War: White Star Rising, and read the rules. I'm planning to get the first solo play done tonight or Friday night, so look for a battle report soon! Hopefully a few more games later, I'll get my first game review up.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-42175498906508824782010-10-23T12:48:00.000-04:002017-09-09T19:18:47.454-04:00Okay, I'm not doing news, but...But there are two games just announced that I'm so excited for, I can't help but mention them!<br />
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An <a href="http://www.gmtgames.com/p-327-great-battles-of-alexander-expanded-deluxe-edition.aspx">Expanded Deluxe Edition of the Great Battles of Alexander</a>. Now, the key part of this is that there are two expansions included (Diadochoi and Phalanx) both of which are very hard to come by, and a few other bonuses included. Since the two expansions are some of the few things I'm still missing, I'm really really excited about this news.<br />
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Of course, if they would reprint Cataphract, that would be even better!<br />
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The <a href="http://www.frontlinegeneral.com/html/sp43_village_and_defensive_lin.html">first expansion</a> for Frontline General: Spearpoint 1943. I loved the initial game, although I haven't played it much the past month or so, but having a map and tiles would really add some extra depth to an already fantastic game. I'm going to be looking forward to it.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-8226640061666552552010-10-13T10:30:00.000-04:002017-09-09T19:18:53.286-04:00Received Nations at War: White Star RisingWell, received <a href="http://boardgamegeek.com/boardgame/35400/nations-at-war-white-star-rising">Nations at War: White Star Rising</a> in the mail yesterday, probably one of the few game purchases I'll be making for a while. I pre-ordered this about a year ago, and thankfully paid for it 4 or so months ago (back when I had some money). <br />
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This is the World War II version of the LnL's popular World at War series, which I love. The components are great, and the counters are a bit bigger and very easy to read.<br />
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Hopefully I'll get this baby on the table in the near future, would love to play it.Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com2tag:blogger.com,1999:blog-7341097334401366902.post-5246471740973475542010-10-12T14:00:00.001-04:002017-09-09T19:18:27.369-04:00Battle Report: Panzer Grenadier: Airborne Scenario 1 - Orange HeroFinally played a game!<br />
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This will be my first shot at a wargame battle report, so I expect it to be a bit rough. I'll hopefully iron out some of the rough parts after some experience, but if you're reading this and have any comments- either things you like, or things you feel I should leave out, please please let me know. I don't take any criticism personally. The photos are of course terrible, but I'll figure that out as I get more experience photographing games in progress.<br />
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So, for my first foray into the Panzer Grenadier line, I've decided to start with the first scenario of Airborne 'Introductory' set. Now, as many gamers, and even Avalanche Press, have agreed, this product isn't really that great as an introduction to the series, but I'm not terribly concerned with that at the moment. I really just want to get the hang of the rules before trying some other scenarios.<br />
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Scenario One is called Orange Hero, named because future Syracuse University football coach <a href="http://en.wikipedia.org/wiki/Ben_Schwartzwalder">Floyd "Ben" Schwartzwalder</a> fought in the action depicted here. In it, a few American paratrooper squads are trying to take a town held by the Germans (or kill a significant amount of German soldiers), hopefully using Hedgerows to provide some cover from the superior firepower of the German infantry.<br />
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When looking at the scenario, to decide what to do, the first thing I noticed was the relative firepower of the units involved. The Germans have 21 Direct Fire strength total, plus 2 random strongpoints (with firepower from 0 to 4), plus three leaders (who might have a point apiece), and also an 8 strength bombardment piece.<br />
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The Americans, on the other hand, have a total of 12 Direct Fire strength, with an additional 5 potentially coming on as reinforcements, plus two leaders, one of which when drawn actually gave me a two strength bonus. Still, that's quite a difference, especially since the Americans really have to take the town in hex 0412, where the Germans will already be located, and eat one or more shots already (due to the mechanics of the Panzer Grenadier rules, units can't move and shoot during the same activation).<br />
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In addition, a quick rush to the town is both helped and hindered by the presence of Hedgerows, those joyous terrain features that annoy players in so many WWII games. The Hedgerows around hex 0513 specifically will help block shots from German units in the town. The Americans also have slightly higher initiative, which will help them go first every turn, but again, it doesn't give them a chance to shoot first. American paratrooper morale is pretty good also, with both good bonuses from the leaders I drew, as well as a good 8/8.<br />
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First things first- I have to draw leaders for both sides. I ended up with a 9/1/0 Captain, an 8/0/1 Lieutenant, and an 8/1/0 Lieutenant for the German forces, and a 10/2/1 Captain and a 9/1/0 1st Lieutenant for the Americans. The Germans get moderate morale bonuses from their leaders, which will help keep them in the town, and the Americans received good fire support from theirs.<br />
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<b>Setup:</b><br />
<a href="http://picasaweb.google.com/lh/photo/rzgeMnu4YIXoJGgUSLmfOQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiRf1kOGrrDIZ7oAFnmFHe2LmEyUc8S7yVmbL0ePrTIYSURSsKJCnZYLPJM92d8lvbwmHdc-VhR4CB9dzdLcAJviU0t2KkStLMVBn_VKFvTlwFOuJogvtR-1yJtlejC830ln77RCYYGxDlZ/s400/SetupGerman.JPG" width="400" /></a><br />
That's the German setup. The Germans have to start on the opposite side of the swamp from the towns, but have more than enough time to get there. Of course, I spread out when I really had no need to, but it didn't matter in this case. The fire strengths of those strongpoints are unknown until the Americans spot them (I randomly put some out there face down).<br />
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<a href="http://picasaweb.google.com/lh/photo/z72Ban4m7YjfiUPcuEihgQ?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguQN7hNgPSk8oN4pAqjKJ0ZnmKSaBUntRLq-yT7EPSCN7QbowI87A18B0HoJNje0hrFYLNx62jkJ-NDytC2pKFdDJE18UWkjyIyYxClqXEUh6FN6GakQuUX0p9c7Ao4l1XJ1Cb7jQI2KJG/s400/SetupAmerican.JPG" width="400" /></a><br />
This is the American setup. I was under the impression that this was a night scenario (which really helps the Americans get close), which means that they didn't have to spread out so much. Of course, it turns out to NOT be a night scenario, but regardless, you'll need all of these guys forming a single hex to deal any damage anyway.<br />
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<b>0600</b><br />
The Americans get a 7 for their initiative roll, the Germans a 6. The Americans (again, I had thought this was night) advanced over the railroad embankment in front of them, and with a squad in spotting range of the first strongpoint, it's turned over to be revealed as unoccupied (therefore removed). <br />
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The Germans advanced towards the town, but the 81mm mortars stays put. He'll end up depending on a leader spotting for him to get his shots off.<br />
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<b>0630</b><br />
Initiative rolls: Americans get a 6, the Germans a 4.<br />
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Americans continue their advance. Some members advance into the town in hex 0613, others get into the hedgerow nearby.<br />
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The Germans send the HMG and the Captain into the town, a Lieutenant plus the GREN through the town to the other side, and a Lieutenant + the Engineer unit on the bridge behind the town. For some reason, I still had it stuck into my head not to stack; forgetting how many opportunities the Germans would have to fire at the Americans once they got into range to be dangerous. Turned out not to matter though.<br />
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<a href="http://picasaweb.google.com/lh/photo/KToJXNPWvwwHXvktSC7eeg?feat=embedwebsite"><img height="300" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgvUcgoKSabx9UmwEDiol-5jMjCIfjlIMxZ4rgkMfgxZbTGUsICJxx-ptvTd-DYwlHP6nF9XWLkfaBRgqr0ltH0pPiGAyLPY-gY5xXDJKOiuB1uCRQg0_iAML4LfeFy1S4CmtFhnNOszMw1/s400/0630End.JPG" width="400" /></a><br />
Positions at 0630.<br />
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<b>0645</b><br />
The Americans roll a 7 for their initiative, the Germans get a 4. Normally, this would allow the Americans two activations, but because there are so few units on the board, there wasn't much point.<br />
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The Americans rush the position. Everyone moved either into the Hedgerow adjacent to the destination town, or in the clear hex in front. Several chances at Opportunity Fire happened (each unit that can direct fire gets two Opportunity Fire shots).<br />
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The GREN fired first, using 6FP, and getting a net +2 column shift to fire on the 11 column. A roll of 9 resulted in 'M'- a morale check for the American PARA squad fired upon, who easily passed (needed a 9 or less on 2d6). Second shot by the GREN resulted in nothing as well.<br />
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From the town, the strongpoint was revealed to be a 4-4, which combined with the HMG to fire at the PARA in the adjacent hedgerow, resolved on the 16 column. The result is again an 'M', and again the PARA passes. Second shot accomplishes nothing.<br />
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The 81mm mortar fires at the squads out in the open in hex 0413. It's resolved on the 8 column, but the roll is an 8, so there's no effect. However, since the target was adjacent to friendly squads, they both have a chance to received friendly fire... and thankfully don't. <br />
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The Germans ended their turn by moving the ENG and the Lieutenant with him into the town.<br />
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<b>0700:</b><br />
For the Americans, this was the closest I ever rolled to getting their reinforcement on. Every turn, a single die was rolled, and on a '6', another American PARA squad would come on. This turn, I rolled a 4. It's the only turn I rolled above a 1. A shame too, they really could use the help!<br />
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Regardless, the Americans again win the Initiative, with a roll of 10 to 4. That's 3 activations for the Americans! Sadly, it's wasted as the Americans decide their best bet it to fire everything into the town, and hope for some good rolling. They manage to get a total of 15 firepower, meaning they fire on the 11 column. However, modifiers bring them down to the 7 column. A roll of 10 results in an M check, disrupting the HMG and the strongpoint. Being disrupted hurts the strength of the firepower those counters can produce, meaning they'll be easier to assault, or won't shoot so effectively. Of course, the Americans would need troops available in order to assault.<br />
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The Germans start their activation by firing the mortar into the clear hex (0413) hoping for a disruption so that decent German firepower might cause actual damage (if a disrupted unit disrupts again, it becomes demoralized, and could run). The shot gets lucky and disrupts the 2-3 PARA squad there.<br />
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The Germans then recover their two disrupted units.<br />
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They end the turn by firing the GREN, the ENG, and the two leaders into the clear hex. A total of 13 firepower, plus modifiers means the shot is resolved on the 22 column. The roll is a 2. That means the result is a 2X- two steps have to be lost by the target hex. That effectively eliminates the 5-3 PARA in the hex, although everyone that survives passes the resulting M2. The American initiative is now lowered to 2- the same as the Germans.<br />
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<b>0715:</b><br />
The Americans luckily roll a 6 for initiative again, compared to the German's 3. The 2-3 PARA and the 1st Lieutenant in the clear hex realize how bad things are for them, and move into the hedgerow with the rest of the American troops. The Americans already there open fire on the town, but resolve the combat on the 4 Col, resulting in another M check, and the strongpoint + the ENG disrupting.<br />
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The German mortar again fires, using a German leader in the town to spot, but fails to deal any damage.<br />
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The Germans again recover from their disruptions, and again take a shot into the hedgerow, but don't accomplish anything.<br />
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The Lieutenant + GREN move adjacent to the hedgerow to provide more firepower.<br />
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<b>0730:</b><br />
The Americans again win the initiative roll, and immediately open fire at the town with everything they have, but don't cause any damage.<br />
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The Germans return fire on the 30 column, and roll a 10, giving an X result. That means the 2-3 PARA squad is dead, and the American initiative is dropped even further.<br />
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<b>0745:</b><br />
The Germans finally win an initiative roll, and open fire at the Americans, resulting in an 'M1'. The Americans all pass the morale check, however.<br />
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After some thought (the Americans were going to have to assault at some point and pray for some luck, it seemed), decided to take another shot at the town, and force the Germans to take another Morale check, which they all pass.<br />
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<b>0800:</b><br />
Both sides again exchange fire to no effect.<br />
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<b>0815:</b><br />
Again, both sides fire... nothing happens<br />
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<b>0830:</b><br />
This is the final turn of the game, and the Americans really needed some luck here. However the Germans won the initiative roll, and on their shot, they roll a 9, resulting in a 'M2' result, forcing the PARA to disrupt.<br />
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Already looking at probably impossible odds in the Assault, I call it in favor of the Germans.<br />
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<b>Final Thoughts:</b><br />
The Panzer Grenadier Headquarters <a href="http://www.pg-hq.com/library.php?type=scenario&id=AirI001">website for this scenario</a> lists the Germans as the winners in 69% of the games played, and that's without the night rules used (meaning the Germans can actually start shooting sooner). It's very unlikely as written for the Americans to win- they just don't have the firepower to make meaningful shots at the Germans in the town.<br />
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With that said, the scenario was still a good time, as I both learned the system, and finally played a game of something. I'm going to give scenario #2 a shot when I have some time this week. It looks to be a bit better balanced, so hopefully it will be a closer game!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0tag:blogger.com,1999:blog-7341097334401366902.post-13541260809909449152010-10-09T14:00:00.001-04:002017-09-09T19:18:47.418-04:00Alright, short term goals for this monthWell, if I'm hoping if I set up some feasible goals for the next for weeks or so, I should be able to get myself playing more games, and getting this blog moving. So, let me put on here what I'm hoping to do.<br />
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I own a lot of games I've never played, so to start, I want to get them opened, clipped, learned, and played, even if solo. I'll start with these three:<br />
<ul><li><a href="http://boardgamegeek.com/boardgame/24321/panzer-grenadier-airborne-introductory-edition">Panzer Grenadier: Airborne Edition</a>. I own a few of the Panzer Grenadier games from various sales, so I'd really like to at least try one or two of them out. I'm told this isn't a really great introduction to the series, but I'm not that concerned about it- I just want to get the rules figured out, and some of the scenarios look really short. Hopefully I'll take a crack at this tomorrow.</li>
<li><a href="http://boardgamegeek.com/boardgame/11057/the-great-battles-of-alexander-deluxe-edition">Great Battles of Alexander: Deluxe Edition</a>. I love ancient warfare, and I've wanted to play this game for so long. Plus, it was one of my new year's resolutions (which is well on its way to failing!). If I can learn and play the first scenario (Chaeronea, I think?), I may be able to salvage the resolution.</li>
<li><a href="http://boardgamegeek.com/boardgame/22877/fields-of-fire">Fields of Fire</a>. Supposedly a very difficult game to learn, but it's designed to be a solo game, which is a plus for me, and it's supposed to be fantastic once you get the hang of it. I imagine this is going to take some time to work through, however, so I'll prepare for it taking up two weeks :).</li>
</ul>So hopefully next week will see some battle reports, from Panzer Grenadier, at least. I'll work to branch out from there.<br />
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Have a great weekend everyone!Asmohttp://www.blogger.com/profile/02555809677595527426noreply@blogger.com0