Monthly Archives: August 2015

Wargaming Weekend

My great friend Tim drove out from Portland on Friday for a short weekend of wargaming.  We hadn’t played Europa in ages so it had been agreed some weeks before to try a Battle of the Bulge scenario published in Europa Magazine.  More on that game in a separate post.

I met Tim back in 1998, just after moving to Portland.  Our meeting was prompted by my post in the old Lysator Europa discussion group about FTF opponents in Portland.

After two “get acquainted” meetings in brewpubs, we started playing Europa on a weekly basis.  Lots of games, lots of scenarios.  By our count we’ve played War In The Desert at least 4 times,  (by my reckoning the horrific) For Whom The Bell Tolls a couple of times, who knows how many tries at Second Front, including an epic 1943 Sledgehammer scenario (those P-40s just don’t get the job done….give me a P-47 every time) that made Dieppe look like a smashing success.  I can’t even guess at how many times we played Narvik, Balkan Front,  and Winter War.

We even played Second Front at GameStorm twice.  The first  time Tim invited a couple of players from his Newberg Saturday wargaming group to participate.  These gentlemen apparently expected some sort of preparation, order and discipline when it came to the setup.  According to Tim, they never recovered from the shock of watching me nonchalantly dumping a mass of  counters out of the box onto our assigned table.  I figured with four sets of hands and eyes, setup would be a snap.  Suffice to say it was not the most congenial of games after that.  I melted down on Sunday of our second appearance after our studious next door neighbors were replaced by  a group of children playing some type of miniature skittle bowling game, complete with screaming.  Words were exchanged.

By 2010,  Tim and I started playing GMT published card driven games.  Our favorites are Paths of Glory, Pursuit of Glory, Wilderness War and Thirty Years War.  This trend continued when I moved because it is damn near impossible to finish a Europa game in a couple of days.

One reason for this is that we don’t necessarily focus on the game all the time.  Lots of talking about current events, past games, horrendous die rolls, beer drinking, DVDs and (in season) football watching.

But no mistake about this,  Tim is an extremely skilled and focused player.  Much more so than I am.  He’s a Europa Experten who has gradually (and there have been years over which to do this) come to terms with the demise of that franchise, and HMS/GRD’s inability to deliver their remake of Scorched Earth; Total War.  Tim is happiest when playing games with very high counter density, so this game has been his Holy Grail.  Not even March To Victory has satisfied his need for towering stacks of counters.

I’m looking forward to our next meeting.

War In The Aegean Redux Redux (Turn 5)

Well, kind of Turn 5.  Started up pre-turn sequence.  Rolled for day turn with only one impulse.  British had initiative, and then rolled to see of ACCOLADE (Invasion of Rhodes) would happen.  Rolled a one, so it will happen.

At this point I realized that I had spent way to much time on this game, and that I had to get ready for the arrival of my friend Tim, and an intensive Day+ of Europa.  So, I packed the game up.

I’ll post up what might pass for a review later.   Found this interesting discussion on the web and will use it as the basis for my review.  I’ll also correct that mutant picture I posted up yesterday.

War In The Aegean Redux Redux (Turns 3 & 4)

Turn 3 is for one impulse, only.  It’s a Day Impulse, with Axis initiative.  German transports and landing craft embark from Greece and Crete, steaming towards the islands, stopping just outside of British naval range.  German airdrops on Kos and the port in Kalimnos are successful.  British air units are able to identify some of the German convoys, but the USAAF bombing of the parachutists are ineffective.  The British refused to attack the convoys piecemeal, choosing to saturate specific convoys with landing craft on the next turn.

Starting out Turn 4 (with three impulses), the British, anticipating German initiative for the next impulse, have set up a CAP to protect their ships.  The Germans set up CAPs over their paratrooper units.  The roll is for German initiative, but a night turn!  How lucky can the Germans be?  Able to elude the intercepting British units, the Germans land on Kos.

British Naval Units With Combat Air Patrol In Position.....But The Germans Will Elude Them Due To Night/Initiative DR
British Naval Units With Combat Air Patrol In Position…..But The Germans Will Elude Them Due To Night/Initiative DR

The British naval units pursue, and attempt to spot and engage the Germans steaming towards the harbor at Kalimnos.  This task force is comprised of transports, which can only embark troops in ports.  But, all three contact attempts fail!

British Surface Units Attempt To Locate Axis Invaders...Without Success!
British Surface Units Attempt To Locate Axis Invaders…Without Success!

Germans now land in Kalimnos, and the Kos invaders push back British units defending the airfield at Kefalo.

In response, the British launched an all-out attack on the invaders, devastating the Axis shipping in Kalimnos harbor.  The Germans must gain the initiative next impulse in order to use their surviving landing craft to ferry troops from Kalimnos to Kos.

After Landings, The Germans Are Attacked By British Naval And Air Units

After Landings, The Germans Are Attacked By British Naval And Air Units

No such luck!  Although the final impulse is a night turn,  the British gain the initiative.  While a night bombing raid over Kefalo is unsuccessful, British naval units sink most, but not all, of the remaining landing craft and transports.  The Drache puts up a valiant fight, inflicting one hit on HMS Carlisle.  After their attacks, the British surface units use their remaining movement to take up NGF stations.

The two surviving German landing craft ferry troops from Kalimnos to Kos.  Torpedo boats finish off HMS Carlisle, but attacks elsewhere are unsuccessful.

War In The Aegean Redux Redux

Turns 3 and 4 were wild ones.  All kinds of maritime carnage.  Germans suffered some catastrophic landing craft losses due to very effective British Beaufort attacks – I think the CRT really favors both dive bombing and torpedo attacks.

However, I forgot some reinforcements which might have made a difference.  All that said, and with the number of operational errors on both sides, I’ve reset for the beginning of Turn 3.

Will start up later today.

 

 

War In The Aegean Redux (Turns 1 & 2)

Started another game over the weekend.  I’m not all that enthused, but still want to play the game.

Shuffled my way through two turns, and now the action should start as the German’s meagre naval resources, loaded with troops, are steaming towards Leros and Kos.

As before, the British used the first two turns to capture Kos and Leros.  The Italian unit on Kos resisted, elminating the island’s invader.

The Luftwaffe focused on attacking British naval units supporting the invasions.  Several ships took hits, but their AAA fire was extremely accurate – eerily similar to the AAA performance in the recently completed Mission: Grenada game.

These naval units pulled back to Egypt, but cannot re-enter the fray until Turn 4.  So, the British will have to rely on the RAF to blunt the German attacks.

I should get another turn or so in this evening.

It Figures

Back home in Central Oregon. Time to finish up the Ottomans. Started prepping the cavalry this afternoon. After extolling the virtures of the Tabletop Miniatures back in July, it figures there would be problems. Lots of flash on the cavalry figures.

Flash is inevitable, but flash should be like major league umpires….consistent. If you know where it’s going to be after doing one figure, then prepping can be a  pretty straightforward procedure. If not, then it’s a trial. I like to paint and play. Preparation is an necessary evil.  It takes me 3 days.  Day 1 for working on the figures and gluing them to tongue depressors.  On Day 2 the figures are primed, and on Day 3 they get a coating on flat black acrylic paint.

Plan to finish the cavalry next week. There are only 16 figures, so that should be reasonable. Then two artillery crews, a few miscellaneous sappers, and a handful of left-over Arab light cavalry. Finish these up, and on to the Abyssinians after a post-Labor Day hiking trip and, more importantly, a visit from my long-time friend and wargaming accomplice, Tim!

Post Card Games: Marschall Vorwarts!

I’m putting away the house for Winter. After three days of 90 degree heat with high humidity, it’s rainy and 65. So, why not play a fun game that doesn’t take up too many brain cells between mundane household tasks?

I’ve always liked ATO’s post card games. Paul Rohrbaugh has creatively adapted a basic card draw/dice system to a number of historical scenarios. A list of the games he’s been involved with can be found here. In most cases, his system is ideal for solitaire play.

These games have been offered as inserts to Against The Odds magazine games, or have just somehow appeared in my gaming collection. I have copies made on card, so I keep the original post card intact, hacking my way through the copied components using spasmodic scissors.

Today’s game was Marschall Vorwarts!, one of four games depicting the Battle of Leipzig.

The French player has a classic delay/defend mission. The Allied (Prussian/Russian) commander must press home attacks to seize a key French depot, while ignoring losses and counting on (literally) the luck of the draw.  So Blucher!

It’s a fun little game, and while you can gripe about combat resolutions that favor low odds attacks, it has an ebb and flow that is certainly entertaining.

Mission: Grenada (Pt 4)

Final Thoughts on Mission Grenada.

Intriguing Operational Scenario. The US play has to be perfect to win.

Action Points are an effective way of creating operational constraints, especially given the movement penalties for terrain and contour lines.

An accessible simulation of joint operations and the use of combined arms.

Low counter density helps make it a quick game.

“End Game” tough for US. Cannot get sloppy and lose a unit. However, this end game is anti-climatic after the assault and rescue operations. It could be a scenario in itself.

Really, really, really needs a new map. Would be a fun project.

Simple air rules may seem wrong at first, especially the lack of defensive air support, but they work within the overall design of the game, and that’s the important thing.

I’m glad I bought this game. At $5 plus shipping, it’s a lot of game and fun for the money.

Mission: Grenada (Pt 3)

Friend gone, weather bad, so why not another try? Set up same as before, except this time the C/G mechanized unit is adjacent to the airfield.

After Action Report

Turn 1 (Night)

SEALs land and spirit away the Governor-General. I can’t see how the C/G forces can prevent this given initial set-up restrictions.

Rangers conduct a night drop to avoid C/G units moving onto or adjacent to the airfield and really making things difficult during daylight. The Ranger drop is good, only the mortar platoon scatters. It lands on top of another unit and is disorganized. The drop is opposed by AAA fire (which increases drop DRM to -2). Because of this, the AAA units are revealed and attacked by air, but with no success.

C/G forces counterattack the Ranger company stacked with the disorganized mortar unit. The assaulting mechanized and motorized units can attack at full strength, with the infantry launching a hasty assault at half strength. The C/G mortar unit supports this 2:1 attack. The US player is lucky, with a D1 result rather than R, which would have left the C/G player in control of the field.

Turn 2 (Daylight)

The SEAL unit lands to rescue the students at Prickly Bay. No luck, it’s a dummy counter.

The Rangers counterattack one of the C/G units. C/G AAA is extremely effective. Odds are reduced to 6:1 with two shifts left for vegetation. The result is a D2. The C/G unit is disorganized and must retreat one hex. The Ranger company reorganizes, the mortar platoon does not.

C/G units retreat from the Ranger ZOCs and will now have to be spotted. Militia units move to occupy the two northern hexes containing students (or dummy students).

Turn 3 (Daylight)

The Rangers attack the disorganized C/G unit. AAA fire attrits supporting air (More 6s!!). However, the AAA units are now revealed and a follow up strike destroys one AAA unit. The Ranger attack works out as a 4-1, with one shift left. The die roll is a 5, for a D result, which eliminates the C/G unit. Meanwhile, the SEALs have located an unguarded student group at Anse Bay. They are airlifted to Salines Airfield. The Ranger mortar unit now reorganizes.

C/G units launch a furious counterattack with all available units. The target is one Ranger unit. The odds are 2:1 with two shifts left for vegetation. The die roll of 2 has no effect on the Rangers. The surviving AAA unit retreats northwest.

Turn 4 (Daylight)

The students are airlifted from Salines. The tireless SEALS land at St. Georges, moving to the north of the two C/G units babysitting the students. The Rangers move to attack C/G units north of the airfield. Since the Rangers are moving to contact, the C/G units are considered to be spotted. AAA fire attrits three out of the eight attacking aircraft units. The 3:2 odds are shifted two left due to vegetation. The attack results in a Contact, which halves the C/G units’ action points. Elements of the 82nd Airborne land at Salines Airfield and move towards the C/G units.

The C/G mechanized, motorized, AAA and mortar units withdraw up the coastal road to link up with units co-located with the students. One 2-4-4 unit is left to delay the US forces. However, the ever-dangerous AAA unit can now support the units guarding the students.

Turn 5 (Daylight)

The SEALs locate the last student group and attack. This is a hasty attack, but with overwhelming air support.  For once, AAA fire is ineffective. The C/G unit is eliminated, without the students being harmed. The students are evacuated to Salines Airfield. The C/G player should have moved into the jungle to take advantage of the terrain. The Rangers, reinforced by the 82nd Airborne, ZOC up the delaying unit north of the airfield, and attack at 4:1, with two shifts to the left due to vegetation. The result is a Contact.

The C/G commander leaves the delaying unit to its fate, and moves his mechanized, motorized, AAA and mortar units to Fort Audodat. The two surviving militia units move north towards St. Georges. With the airfield taken, Governor General and students evacuated, all that is left to the C/G commander is to buy time and lure US forces into an ill-advised attack. The loss of one US unit will make this a close game.

What might pass for analysis will follow…..

Mission: Grenada (Pt 2)

You have to play the game to learn the game.    So…..Oooops!

Can’t run airstrikes against Cuban/Grenadian forces on Turn 1 because they have to be spotted.  In order to spot CG units,  the US player has to be fired on, move towards with intent to attack, or have a CG unit move adjacent to it.  Don’t know if the “move towards” could be stretched to include aircraft attacks, but that doesn’t really make sense.

Will have the chance to try this one again later this week after company has left.  Will do it.