Monthly Archives: January 2017

Tim’s Take

Tim sent me his (always trenchant) comments.  Here they are:

    • I was curious about how much population is contained in city spaces (14).  In light of this weekend’s games, a good strategy for the US is to focus on pacifying the cities (14 x 2= 28) and keeping the commitment low (you had 22 available troops), as it is hard for the insurgent player to counter.  I had trouble moving guerrillas into the cities and keeping them alive…
    • A good counter to the above strategy is to kill off US troops.  I didn’t do a very good job of hunting them down (and you were good about not putting them in exposed positions).  I had hoped to run some bombardment operations but either my troops were in the wrong place or I had to do something else…
    • Another possible counter is the one I stumbled upon in the last game: the VC wins the hearts and minds of the countryside and just enough of the cities to get the win.
    • I was surprised at how the lack of resources really hampers the insurgent player.  I got a little frustrated during the first game because it seemed just when the NVA was ready to intervene, you would play an event card to either reduce or eliminate their resources.
    • The ARVN and VC were much more active in this weekend’s games than in our earlier games, which were dominated by the US and the NVA.  The VC ability to subvert enemy troops makes them fun to play (you showed admirable forbearance in the face of my constant cries of ‘terror and subvert’….).  The ARVN troops gave me trouble in the second game and played a big role in holding the line until you could bring your airstrikes to bear.
    • I missed a trick when I didn’t move the NVA troops into provinces that supported you.  I know you would have bombed them anyway, but the price would have been higher.
    • Did you know that NVA troops can be used for terror operations?  I didn’t notice that until midway through the second game (there is a lot of nuance in this game).  I wonder if it would be a good idea for the NVA to send in small groups of troops for terror ops and maybe picking off the occasional enemy unit.
    • Did you know that NVA guerrillas can set up in the south?  For some reason, I’d gotten it in my head that they couldn’t.
    • I kept too many units back to defend bases.  I probably should have pushed more units forward into the fray…I think it wouldn’t be a bad idea to put more than one base in area so as to cut down on the numbers of defenders.

 

Maximum Effort

Tim came over the mountain last Saturday for a weekend of wargaming.   Spent Saturday afternoon/evening catching up and turned to on Sunday.  Many Private Reserves and Blue Boars were consumed.

Completed two (yes, two!) games of the two-player version of Fire in the Lake.  Finished up at 2310.  How?  We actually stayed on task (no football, especially if you count The Pro-Bowl), and the Coup Cards popped up sooner rather than later.  Coup Cards determine the end of a turn and also the an accounting for determining victory points.

There were three consistent threads in our talks during the games.  The first was how different the character of each game was, and the accompanying re-playability.  It’s a spendy game, but sure worth it.

The second was how tough it was to play.  Not the rules, how the card flow created the decisions that had to be made under less than ideal operational conditions.  There never seemed to be a direct path to accomplishing mission goals.  Who was that, Wolfe?  “War is an option of difficulties.”

The third focused on how each of the four sides had conflicting goals, and the impact on operations and results.  This is a great four player game.  The problem is finding four players.

US strategy emphasized pacification (with accompanying support), using air strikes and irregulars to attrit communists.  This was accomplished using a minimum of US troops.  ARVN troops would sweep to locate enemy guerrillas, so they could be bombed, with ARVN Rangers raiding provinces to destroy guerrillas.  In both games, the South Vietnamese were used to attain US victory points.

Both communist factions are hampered by a lack of resources.  As a result, their operations featured taxes, but also using terror to reduce support.  Infiltration was another favorite tactic since ARVN troops or police could be eliminated or “flipped”.

Both games followed the historical pattern of the US/ARVN forces controlling cities and VC controlling the countryside.  The first game was a US victory, the second was a tie between  the US and VC.

Great weekend of gaming with a great game.  Here’s photo of the end-game for game number 2.

Entry Level And On A Budget

The Dollar Store is my favorite place to buy fun Christmas Stocking Stuffers.

Had an aerial combat fixation last December.  Don’t know how many hits on Tumbling Dice’s 1/600 aircraft fantasizing about a early WW2 campaign with all the obsolete/obsolescent planes of the late 1930’s.  Then became fixated on Wings of Glory/War for WW1 action.  Lots of time and lots of expense for a questionable solo gaming project.

Back to The Dollar Store….  While rooting around for goodies found (Yes, for $1 each) five piece bags of each of these whacked beauties.

The orange critter does look like a modern jet, while the “Blue Thing” reminded me of SuperCar.

“What the hell, it’s only $2, and it might be fun”.

Well, it was, and while not to everyone’s taste, the results are shown below.

I used an index card to fabricate horizontal and vertical stabilizers for “The Thing”, and then channeled an SS officer who was a Pointillist to come up with the modern jet’s camouflage.  Picked up a tip on the net (forget where) and used light blue with blue Vallejo wash for the canopies.  Works OK.

The next problem is toy-like jet aircraft rules to fit the models.  Cannot be serious with these guys.  Will mess around with that while painting up two more.

Not For The Faint Of Heart

Been hacking away at D-Day At Omaha Beach by Decision Games.  Highly regarded over at Boardgamegeek.

Since it’s solitaire, several charts and card draws used each turn.  No dice, however.  Reminds me of RAF, and it should since it has the same designer.  Also reminds me of In Magnificent Style, as you take a beating, only this time on the beaches.  I’m just trying to keep all  the graphic Saving Private Ryan scenes out of my head (no, won’t insert a link to that).

Right now, the hacking part is playing through the rules, with little regard to tactics/beating the system.  Reading them is always the easy part.

The development team did everyone a favor by creating an introductory scenario using only the 1st Division and half the map.  While the separate color examples of play pamphlet is very helpful, it would be better to get the full GMT-Type Playbook treatment when beginning to play.

Seems to deserve all of the praise it’s received.  Will continue to split board game time with this and ASLSK.

Food For Thought

Recently purchased “Custer’s Luck”.  Found out it could be played solitaire.  Very reasonable price, just slightly more expensive than a pint of beer.

While researching the game, I came across an interesting article by Charles Vasey over at Boardgamegeek.  I also read the posted comments about the game.   People either love it or (mostly) hate it.  Actually sounds best (now) as a multi-player game.

Vasey’s perspective is an interesting one, despite his caricature of an Ordered Gamer’s personal life.   Today, Experience Gamers might be characterized as interested in narrative flow.  Both Ordered and Experienced Gamers enjoy games that closely follow historical outcomes or their personal bias toward narrative/outcome.  Any uncertainty is limited to replayability, and often this categorization is predicated on the number of variety of scenarios, not the replay of the same scenario.

Chaos Gamers want nothing of it.  Any historical setting must be basic in the extreme, with limited constraints.  Game flow is unpredictable with outcomes varied in both impact and timing.  To me, this involves a level of impartiality that is difficult if not impossible to attain.  I know I have favorite units, sides, and the need for one side to attain an outcome.  It takes discipline not to re-roll for an event that shouldn’t have happened.

The upshot of this is that I’ll try to categorize my gaming experience, starting a game with the pre-condition that it meets one (and only one) of Vasey’s categories.  Good Luck with that, Ralph.

 

 

Command Decision

Took down the Irregular Wars battlefield over the weekend,  opening up table space.  Nature abhors a vacuum, so I set up D-Day At Omaha Beach (still thrashing through the rules), and DBA (De Bellis Antiquitatis) to go along with my latest ASLSK scenario.

I have the DBA 2.0 rules, along with the wonderful 2.2 play-aide published some years ago by the Washington Area DBA Gamers.

It’s been awhile, so I started poking around about DBA 3.0.  The cost at $38.00 was just too much.  So, I did a little more digging and came up with this.    What the hell, I downloaded the Kindle version and started reading.

It’s a nice little book, and a good introduction to the significant changes to the system.  It even includes a series of army lists based on time period and potential adversaries/allies.

But…….no diagrams to illustrate the always interesting Barker narrative style.  For diagrams, you pay $38.00, and I need the diagrams.  Sixteen of them, and by all accounts very informative.   Reviewers also laud the extensive (500) army lists, many of them revisions that change not only an army’s troop type but also basing.

If I was playing in tournaments, or had a crew that played DBA, I’d go all-in.  But for solo play, it just isn’t worth it.  I’ll putz along with 2.2.  Can use the time/money on other projects.

Picked late medieval armies for a mini-campaign.  Late Swiss, Imperial German, and two Condottiere armies.  The Swiss are pike of course,  and the Imperial Germans have war-wagons.  One Condottiere army’s knights will fight dismounted, the other mounted.

So,  some variety and the prospect of quick and entertaining fights.

Taking A Breather

Putting Irregular Wars away for awhile.  Good stopping point, with a need to determine the outcomes after the Battle At The Oasis Of Olufunke.

What happens to Lord Renaldo’s army?

1) Disintegrates/Retreats to coast; 2) Alliance with Natives; 3) Fight Natives; 4)Alliance with Bey Mahir to fight Sultan Efe.

What happens to the victorious Bey Mahir?

1) No further action; 2) Attacks Natives; 3) Alliance with Natives and/or 4) Attacks Sultan Efe:

What happens to Sultan Efe?

1) Decided after Lord Renaldo/Bey Mahir outcome(s).

Do Ming Chinese become involved?

1)  Yes/No; 2)  If Yes, how?

Do Natives become involved?

1) Decided after Lord Renaldo/Bey Mahir outcomes(s).

We’ll see…..

 

Carnage At Olufunke

Remnants of Lord Renaldo’s army have fled south after a stunning defeat at the Oasis At Olufunke.  The Bey’s army is too worn to pursue, having suffered heavy losses in a battle that had three distinct phases.

Bey Mahir’s defensive alignment was a variation of what he had used before.   His units were arrayed in a checkerboard along the entire plain lying south of the oasis.  His Civic Guard units were in front, with Tribal units some distance to the rear, but filling the gaps between Guard units.  This would allow any wavering guards to fall back unimpeded and tribesmen to counterattack.  Renaldo’s plan was use his Shot and Bow units as a screen on his right (Zanj left), while his Pike and Targeteer units concentrated on his left (Zanj right) to deliver a crushing blow to enemies to their front.

The Disease and Mishap rolls were not kind to the Zanj.  Four units lost resolve due to illness and two units were pushed out of position.  Once again, the skill of the Portuguese surgeon saved Renaldo’s army from any loss of resolve.

Opening Dispositions After Rolls For Disease and Mishaps.

First Phase:

The Portuguese screening force was extremely effective, engaging the Zanj guardsmen at long range, causing most of them to scatter.  They could not close and melee with the weaker Portuguese.  More importantly,the guardsmen could not be rallied since their retreat drove them out of the Bey’s command radius.  However, the Bey’s forces on his right stopped the Portuguese Pike and Targeteer onslaught, locking them in attritional melees.  It was here that the effect of the earlier battle, which lowered the morale (and resolve) of the Portuguese, was critical.  The Portuguese were wearing down.

Melee On The Portuguese Left. Mercenaries Flanked. Civic Guard Unit Moves To Contain Portuguese Break-Through

Second Phase:

Desperate to break this deadlock, Renaldo ordered his Shot and Bow units to close to within short range of the decimated Zanj units. His hope was to gain the initiative on the next move.  If so, these units could deliver devastating volleys, scattering the Zanj units to his right, forcing a general withdrawal.  The Iron Dice Of War crushed his hopes.  The Portuguese lost the initiative, with Zanj units driving both Shot and Bow units back in disarray.

Portuguese Shot and Bow Move To Close Range

Portuguese Right Collapses. Lord Renaldo’s Personal Guard Attacks

Lord Renaldo launched a last ditch assault with his personal guard of Targeteers, scattering three Zanj units.  However, the outnumbered Zanj units somehow stopped the continued attacks of the Portuguese of the Portuguese Pike.

Third Phase:

Now the desperate one, Bey Mahir attacked Lord Renaldo’s guard.  After a prolonged fight, Renaldo’s unit scattered opening the way for flanking attacks on his remaining units.

Surrounded, Renaldo’s Personal Guard Will Scatter

The Portuguese had no choice but to flee.

Portuguese, Covered By The (Now) Valiant Mercenaries Withdraw To The West