Category Archives: Sessions

Raid on St. Nazaire – Turns 6-12

Decided to stop at Turn 12.  British ships that had been standing off the port waiting to evacuate commandos had been destroyed, the demolition teams had, for the most part, expended all their charges, and the German reaction forces were sealing off any other VP targets.  So, I blew up the Campbeltown and called it quits.

The tempo of the game really picked up with fewer targets and lower to hit DR for Harbor Defensive Fire.

Took turn-by-turn photos, but all they depict is the pummeling of MTBs by Harbor Defensive Fire, and gunfights between reaction forces and commandos.  The highlight was the Turn 8 destruction of the Northern Caisson by Purdon’s commando using their last charge, after being attacked.  They needed a D6 roll of “1” to do it, and they did.  That was 12 VPs!   On the other hand, Woodcock’s commando couldn’t destroy even one of the three storage tanks in Sector 1.  Each tank was 3 VPs, and would have put me in range of a decisive victory.

I’m going to play it again.  Here’s an overview of lessons learned and rules I need to pay more attention to.

  1.  Destroy searchlights and guns, or at least, hit the Power Station.  The illumination effects make the already murderous Harbor Defensive Fire even worse.    Grenade attacks on guns/searchlights are an excellent use of assault teams.
  2.  Do a better job of getting demolition teams to their historical targets.  I just whiffed on this one and if they attack their assigned target, it’s a +1 DRM for demolition attacks.
  3.  Pay attention to the rules on ammunition depletion when a commando loses a strength point.  This effects grenade/demolition capabilities.
  4. Try to get the Wynn to accomplish its historical mission of destroying lock gates.  I had to use other boats for this.
  5. Don’t assume that the German reaction will be as slow and weak as the last game.  Lots of D6  rolls of “6” really restricted reaction movement, and low rolls for activation reduced the number of German units.

Raid on St. Nazaire – Turns 3-5

Rather than grind through the move-by-move, here’s a few overall comments about the game play using the rules as a guide.

German Harbor Defense:  Has been effective, especially during Turn 3, when 9 targets were hit using D6 to hit roll of 5 or less.  The maximum possible is 12.  Change to less/equal D6 of 4, literally saved the British.

Covering Fire:  Useless for the British. Need a 2D6 of 8 or less, and I’ve been rolling 8+.  Also, the mods due to loss of flotilla gun strength has not helped my rolls.

Dockside Defensive Fire:  A mixed bag for the Germans.  Some successes, but limited.  Not the weapon that Harbor Defense is.

Open Sea Combat:  So far, one British ship has escaped without contact.  More to follow.

Scuttling:  I scuttled the Campbeltown on Turn 4 and took off the surviving crew.  While this will help with VIPs, it severely reduced the flotilla firepower (see Covering Fire, above).  BTW, the Campbeltown took very little punishment before ramming the Southern Caisson.

Torpedo Attacks:  Despite low probabilities (1-2 on D6), torpedo boats knocked out two swinging gates, for 8 total VIPs.

German Activation/Movement:  Started slowly, but more and more Germans are available.  Unfortunately for them, I’ve been rolling D6 6s, so only those units with a strength of 6 can move.   This has severely hampered the reaction forces.

British Land Movement:  Managed to foul up the objectives for some units, so some moves have been counterproductive, and have effected the ability of units to quickly get to lucrative targets – especially the 12 VIP Southern Caisson.  I’ve not done a good job of mixing and matching assault (small arms and grenades) with demolition units, especially when attacking flak positions.

Grenade Attacks:  Once I figured out that assault units can do these, they’ve been fairly successful taking out flak positions.

Demolition Attacks:  Success on first try has been 50-50, with the key being to have the demolition unit end their move at the target and not take the +2 modification for entering the area during the turn.

German Ships:  Haven’t messed with them.

End Turn 3 Western Half of AO
End Turn 3
Western Half of AO
End Turn 3 Eastern Half of AO
End Turn 3
Eastern Half of AO

Started landing during Turn 3.  Sent two MTBs into the Avant Port (Zone Z) to attack gates.  Plenty of carnage from Harbor Defensive Fires.

Turn 4 West Half of AO
End Turn 4
West Half of AO
Turn 4 East Half of AO
End Turn 4
East Half of AO

Carnage in Zone B and C, but most Commandos ashore with attacks developing with some successes. Effects of German reaction are minimal.

End Turn 5 West Half of AO
End Turn 5
West Half of AO
End of Turn 5 East Half of AO
End of Turn 5
East Half of AO

Started evacuating troops back to England, moving back to Zone A.   Commando attacks spreading out, more targets destroyed, but German reaction is becoming a problem, with more troops flowing towards the assault and demolition teams and, especially, those moving towards the South Caisson.  I have a few boats lurking at the embarkation points anticipating debarkation there.

 

 

 

Start Up

Used the cards shown in my Zapped! post to get the East African Renaissance Campaign off dead center.

Worked fairly well, but the results were mundane.  Had been hoping for a civil war situation, which is the result of both colonial powers being supported by the Zanj or Inland Natives.

Here’s the results:

Ming Chinese

Natives are helpful neutrals, and will provide access to their cities and supplies.  The Zanj are neutral but open to other offers.  Government support is weak, and their initial troop strength is 10 bases.  Their primary objective is a port, with inland towns as their secondary and tertiary objectives.

Portuguese

The Natives are neutral, but open to others.  The Zanj are uncooperative and will fight if attacked or territory occupied.  The Portuguese also have weak government support, and only 10 bases.  Their primary and tertiary objectives are ports, with an inland town a secondary objective.

I’ll start using the Irregular Wars rules to set up some operational parameters.

 

Raid on St. Nazaire

Finally started playing this one.  Read about it over at Boardgamegeek.   I also downloaded the indispensable  Avalon Hill General V0l 24, Issue 4, for explanations and a very helpful replay.

Just getting started is one of the toughest aspects of wargaming.  Sometimes, reading the rules (or just skimming them) seems to be an end in-and-of itself.  What a trap!  No, you have to play the damn thing, and the first two turns will be laborious with the rules in one hand, and charts in the other,  but, if it is a good game, you’ll start looking forward to playing it.  If it’s not good…..either another try sometime in the future, or recycle it.

Had one very abortive half-turn, and then finally figured a few things out.  Again, the replay really helped.

Took relatively few casualties on Turn 1 (and this game goes for undetermined period of time – until the last British unit is eliminated and/or withdrawn).  This is part to two luck hits on German defenses.  The Campbeltown is burning (inevitable), a few boats had turn-away results, but only the Falconar is on fire.  The Boyd badly hurt the German defenses by  managing to sink the flak ship Sperrbrecher, with its two cannon batteries.  I’ve got four boats, and the Campbeltown moving towards their landing areas.

Not a bad start.  Will start Turn 2 after today’s ballgames.

Wavell’s War – East Africa Campaign

Tim arrived early Friday evening, just in time for the Stanford football game.  I had the table set up and ready to go.  We agreed to start playing early Saturday morning.  Tim took the British (Allies) and I had the Italians (Axis) forces.  The plan was an ambitious one.  To play the entire scenario, and watch as many of the headline college football games as possible.  Oh yes….and consume many Henry’s.  This was a job for professionals.

The Italians face some serious operational challenges.  They are considered Out of Supply (Status 4) from the beginning of the game.  Attack strength is quartered, defense and movement halved, with reduced Zones of Control (ZOC).  They have no General Supply sources, and must rely on a limited number of Attack Supply factors to create either General Supply Points, or use for attacks.  Italian Colonial troops (which form the bulk of their forces) can have air support only if it involves ten regiments (REs).  Air units must role on the Success Table to fly a mission, unless they are in General Supply.  If not, they can be aborted, or fail to fly.  To top it off, Italian movement is limited until the British enter Italian East Africa.

The British commander has his own problems involving time and space.  Time is critical because the Order of Battle (OB) requires two divisions have to be withdrawn by early summer.  The distances in the game are significant, and by Spring, the possibility exists that roads and terrain key areas will be reduced to muddy morasses, limiting movement and effecting combat.

Play started at 0830 with Game Day as background ambiance.  Here’s a summary of play.

Dec I 1940 – Clear

Allies:  South Africans advance from Kenya in the south, with air units destroying a SM-79 I had unwisely deployed at a forward air field.  Advances from Khartoum in the north southwards towards Kassala-Bascia-Massaula.

Axis:  Consolidate scattered units in the vicinity of Kassala using HQs.

Dec II – Clear

Allies:  Continue Kenya advance.  Defeat Italian force at Kassala.

Axis:  Retreat from Kassala to Bascia.

Jan I 1941 – Clear

Allies:  Continue advance from Kenya in the south.  Defeat Axis regiments holding vicinity of Bascia in the north,  using motorized machine gun battalions to envelope for ZOC kill.  Indian 4th Division advances south along coast from Port Saud.

Axis:  Counter-attacks and destroys motorized machine gun battalions.  Retreats east to mountains near Massaula.

Jan II – Clear

Allies:  Advance along coast from Kenya, takes Mogadishu with amphibious assault.  In the North, 4th Division continues advance shrugging off (over running) delaying Italian regiments.

Axis:  Withdraws southern and eastern forces north towards Addis Ababa.  Forms hasty defensive positions around Massaula.  Air strike against British airfields unsuccessful.

Feb I – Clear

Allies:  Takes Keren (key to breaching mountain defenses outside Massaula) on a half-exchange.  Advances towards Addis Ababa.

Axis:  Continues to withdraw towards Massaula, but hampered by British ZOCs.

South Africans Advance Towards Addis Ababa (Upper Right).
South Africans Advance Towards Addis Ababa (Upper Right).

Feb II – Mud

Allies:  Consolidate near Keren.  South Africans now slog in mud towards Addis Ababa.

Axis:  Establish defense around Massaula, continues to move/consolidate units near Addis Ababa.

 

British Begin Assault On Massalua Defenders After Capturing Keren.  Flipped Italian Units Are Out Of Supply,
British Begin Assault On Massalua Defenders After Capturing Keren. Flipped Italian Units Are Out Of Supply.

At this point , VIPs were tallied, with each side having two (2).

March I – Mud

Allies:  Launch assaults on Massaula perimeter defenses.  Slog in south continues.

Axis:  Now defending Massaula proper.

Final Defensive Perimeter For Massaula
Final Defensive Perimeter For Massaula

March II – Mud

Allies:  Capture Massaula  (This will give them one (1) VIP), begin advance southwest towards Addis Abada.  South Africans continue slog.

Axis:  Forces in Addis Ababa deploy to forward defensive positions awaiting Allied advance.

April I – Mud (At this point Tim became understandably irritated by my uncanny ability to throw sixes.  I pointed out to him that this was better for him with a weather role than a combat roll).

Allies and Axis:  Same as March II.

At this point play stopped.  We were engrossed in the Notre Dame-Texas game, and it appeared that the game would continue for more turns than time remaining to play.

Comments to follow.

Tim’s Comments – 30 Years War GMT

Here they are….

Game notes, in no particular order:

  • You were much more aggressive in the second game.  In prior games, you would use either the Bavarians or the Imperials, but not usually them both at the same time.  Once you did, you were able to pick up a lot of territory.  Either one of those forces are pretty strong and together they are a lot for the Protestants to handle.
  • I don’t know if you saw it or not, but there is a rule that if all of the cities in an area are at level 2 devastation, the VP for that area drop by one.  It seems like a rule that wouldn’t come into play much, but both Saxony and Brandenburg might have lost VIPs in the last game.  We rolled poorly for recovery and by the end of the game, central Germany was a howling wasteland.
  • I was a little gun shy with the Swedes.  I had lost pretty much all of my other armies and leaders, so I didn’t want to get Gustavus killed in battle….Man, if I’d only had one more turn!
  • I probably should have been more aggressive against the Spanish and tried to attrit them down a little bit, so they couldn’t clobber the French.  I thought about moving the army in the Netherlands out, but events always worked against it.
  • It occurs to me that I didn’t make particularly good use of my fortresses (it didn’t help that you rolled very well on your siege combats). I wonder if garrisoning them would force you to leave armies in place, rather than moving back to base areas at the end of the turn.  Anything that slows down the Imperials in the early part of the game is worth trying…

Been A While – 30 Years War GMT

Note:  This was drafted last Friday morning, but due to sloth not posted until today.

Finally back from a month of travel.

With Tim arriving later today for a game of Wavell’s War East African Campaign, I need to post up about our mid-August 30 Years War game.  Tim took the Protestants, and I had the Catholics.

We played a few turns Friday afternoon/evening to re-familiarize ourselves.  Lucky for me, we reset for a Saturday game.  My play on Friday can best be described as cautious and inadequate.

Friday’s experience reinforced the lessons from our previous game.  These were 1) Secure electorates for VIPs,  2)  Recruit whenever possible 3) Try to pay as many of your forces as possible, rather than rolling for desertion, 4) Larger stacks of units are very effective and 5) The pillaging effects of movement can render large parts of the playing area almost untenable.

Both Lessons 2 and 3 involve the use of at least two cards per turn, leaving a maximum of four cards for operations.  The Early War card deck has a large number of event cards, so the operational options are limited.

Play on Saturday had a good pace and tempo.  Both of us adhered to the lessons learned.

By Turn Three I had  been able to use my Spaniards (west of map, yellow counters) to secure the regions within their permitted area of operations.

Turn 3

By Turn 6, I had pushed Tim out of Hungary and advanced into the Palantine regions.  France entered the war by Turn 8, pinning down my Spanish forces, with Tim’s Danes representing a threat from the North.  Some electorates changed hands, but neither side could control the number required (all of them) to score significant VIPs.

photo1

I was very active with the Bavarian Forces (Blue counters in South).  They took a beating, being wiped out and reconstituted twice.  I was less aggressive with my Imperial veteran troops, taking losses from mercenaries.  I rarely recruited militia.

Both sides used large stacks.  Tim was especially adept at moving rapidly to destroy isolated units.

By game’s end Lesson 5 held true.  Literally every province was devastated.  Unfortunately, I did not take a photo of this.

The game’s last turn ended with a  climatic battle between Imperial troops and Gustavus’ Swedes.  Tim scored a tactical victory, but both sides were substantially reduced in size.

This is a good game that requires more than one playing to appreciate.  Not as involved and mind numbing as Pursuit of Glory, but with far more nuance than Paths of Glory.  We’ll put it on the table again.

 

Renaissance Skirmish – Actions

Played a repeat of the mounted scenario last night, incorporating the new thoughts on rules and use of dice to guide play.

Added “Quality” as a troop attribute, using “Excellent”, “Good”, “Average” and “Poor”.  These classifications were assigned probability percentages of 75, 60, 50, and 40 percent, respectively.   I also rolled a D4 to see how many individuals might have qualities that differed from the group. Another D4 to determine what that might  be, with a roll of “4” being “Excellent”, a “3”, “Good” etc.

Final “Yes”, “No” roll was for awareness, which effected the ability to react in the first few turns of the game.

Turn 1:  Blue had initiative, but was unaware, so Red entered at a trot.

Turn 2:  Blue again had the initiative, became aware, with crossbowman moving to the road to shoot. Red accelerated to a gallop and entered into melee with the crossbowmen, with one bowman killed, and the other locked in melee with Red’s leader.

Turn 3:  Death of the bowman did not effect Blue’s fear rating.  Blue troops charged out of the house, surrounding the Red troopers.  However, the troopers (excepting the leader locked in melee), simply charged through the swarm of their assailants.  Red leader killed the other crossbowman.

Turn 4:  Death of the second bowman increased Blue’s fear rating.  Still having the initiative, Blue fled into the woods.

In retrospect, it was a bad move to move the crossbowman to the road.  Should have waited.  Still a quick and fun scenario.  Another run-through tonight.  Here’s a few photos.

Red Surrounded.  Note Identification Colors On Rear Of Cavalry.
Red Surrounded. Note Identification Colors On Rear Of Cavalry.
Blue Troops Swarm Out of House
Red Leader In Melee
Red Troopers Gallop Past Assailants.  Leader Still Locked In Melee
Red Troopers Gallop Past Assailants. Leader Still Locked In Melee

 

Renaissance Skirmish – Encounter Scenario

Thunderstorm activity forced the cancellation of today’s lake fishing expedition. So, up at 0530 with nowhere to go.

Gloomy, rainy weather was the perfect motivation to start working on the Renaissance Skirmish rules and scenarios.

Set up an encounter scenario using the same forces as last game, but with only a small building at a crossroads. I added an on-foot leader for Red, and a mounted leader for Blue.

Really had to resist promiscuously adding chrome to the On The Seven Seas rules. However, given the scenario, I had to use something for sight and spotting. Used 24 inches for unobstructed sighting, 12 inches into brush/rough and six inches into heavy cover (woods/forests). Roll for spotting at end of turn. Once within range, use the trusty Y/N/M dice to find out result. Once again, if result was a “Maybe”, then percentile dice above 50 percent for “Yes”, under for “No”.

For shooting, a D10 of 10 was a kill. Saving throw per RAW only if in cover or wearing armor.

Both Red and Blue forces assigned Greed and Fear ratings of 7 and 6, respectively. Rolled for alertness, and neither side was alert. This meant administrative formations moving down the road. Red from the North, Blue from the South. Red has three Arquebusiers, with Blue having three Crossbowmen.

Turn 1: Both sides move down the road.

Unaware Of What Lies Ahead, Both Forces Advance Towards The Crossroads.  Blue in Foreground (South)
Unaware Of What Lies Ahead, Both Forces Advance Towards The Crossroads. Blue in Foreground (South)

Turn 2: Both sides move down the road. Red sights Blue.

Red Sights Blue And Takes Cover
Red Sights Blue And Takes Cover

Turn 3: Red has I (Initiative). Red takes cover, Blue moves down the road.

Red In Ambush Positions
Red In Ambush Positions

Turn 4: Blue has I, moves down the road. Red Arquebusiers move into firing ambush position.

Turn 5: Red has I, lies chilly. Blue sends two men to loot the house, remainder keep moving down the road.

Turn 6: Red has I. Stays in ambush position, Blue moves (luckily) just outside of firing range (6 inches for Arquebusiers).

Blue Moves Towards The Kill Zone
Blue Moves Towards The Kill Zone

Turn 7: Red has I. This is very bad luck since they cannot shoot at Blue, and Blue can move within 6 inches and potentially spot the Red ambush, before being shot at. And, of course, Blue moves in and spots.

Turn 8: Red has I. Both sides exchange fire. No hits. Red moves into melee. Blue loses a Crossbowman and Swordsman. Red loses a Two-Handed Swordsman.

Initial Melee
Initial Melee

Turn 9: Blue rolls D10 four times (one each for casualties, two for ambush), no change in Fear rating! Red rolls once, no change. Blue has I. Melee continues as more Blues join the fray. Blue looters move out of the house advancing towards the melee. Blue loses one Swordsman.

Takes Casualties And Pushed Back
Blue Takes Casualties And Pushed Back

Turn 10: No change in Blue fear. Looters and Blue Leader join the melee. Blue Crossbowmen kill a Red Halbadier, and (with saving throw) force a Red Arquebusier back into the cover of the woods.

Blue Leader Joins The Fray
Blue Leader Joins The Fray

Turn 11: Red fear increases by one. Shooting ineffective. Red leader joins melee. No casualties.

Red Leader Fighting, Blue Gaining Upper Hand
Red Leader Fighting, Blue Gaining Upper Hand

Shut it down at this point because it will be nothing but a Dice Fest. Blue has survived the ambush and it more than holding its own in the melee. So, what mechanism to break off contact?

 Will run the same scenario again, but add rules for running, horse galloping, and use of pistol in melee. Have to consider the ineffectiveness of shooting despite the two “tens” rolled in Turn 10. Also, some type of reaction to orders/situations might be needed.

 Regardless, a fun and quick game.