Category Archives: Sessions

Renaissance Skirmish – Moves 1-10

Finally started playing the game.

Scenario involved an attack on the village. Directional Die (DD) indicated the attack was to come from the Northeast, with the “Yes, No, Maybe” die (YNM) roll indicating the Defenders were not alert (If the result is a “Maybe”, I use two percentage dice, with result of 51% or more a “Yes”). This allowed the Attackers to move within 6 inches of the first building before another spotting attempt could be made.

Both sides had Greed and Fear ratings of 7, each. Rules As Written (RAW) state highest Greed has movement initiative, if tied roll for initiative.   I decided to let the Attackers have the initiative until the turn after they were spotted, then work with RAW.

The Attackers included ten troops, three of which were armed with arquebuses. The Defenders totaled eight soldiers, three of which were armed with crossbows. Each soldier was assigned a number for identification and, in the case of the Defenders, which building they would occupy.

The game sequence is Spotting/Morale Check, Shooting, Movement, Melee.

Turn 1: Three attacking scouts moved to within 6 inches of the northern two-story house. Not spotted.

Turn 2: Scouts move to within 2 inches of the house. Spotted. Rolled 4-sided die to determine how many Defenders were in the house. Roll was for two defenders. Die roll indicated Defenders 1 and 3 (cutting weapons, one with pistol), and a YNM roll for each placed them both on the second floor.

Turn 3: Two Scouts enter house, Defender fires and misses with pistol.

Turn 4: One Scout moves upstairs, engages Defender. Draw.

Turn 5: Another Scout moves upstairs. Both Defenders engaged. One Attacker falls back, one Defender killed.

Turn 6: No change in Fear Level due to death of Defender. Main Body of attackers spotted by occupants of North single story building. Die roll results in it being defended by two Crossbowmen. Main Body advances after being signaled by Scout outside of two-story building. Melee continues in two-story house with both Attackers ganging up on the remaining swordsman. Defender is killed.

Turn 7-10: Defenders Fear Level increases by one due to death. Main Body continues to advance into the two-story house , with crossbowmen denied opportunity to shoot due to blocked line of site. Attacking arquebusiers occupy second floor.

Turn 11: Firefight between Arquebusiers and Crossbowmen. Realize nobody can make a hit because a D10 result of 10 is needed, and the houses have a minus modifier of two due to cover. Four Attackers move into single-story house. Engage defenders in melee. One Defender killed.

Turn 12: No change in Fear Level. Remaining four Defenders occupy West Two-Story House, with two in upper floor.  Melee in single-story house continues. One Defender killed.

I stopped at this point and pondered the ineffectiveness of shooting. The quick fix is to make a D10 roll of 10 an automatic kill (no saving throws as per RAW). A D10 roll of 9 is a hit, with saving throw as per RAW (cover or armor). Shooter receives a +2 D10 mod if target is stationary. Will see how this works.

 

With North Two-Story Building Reported Secure, Attacker Main Body Advances.
With North Two-Story Building Reported Secure, Attacker Main Body Advances.

 

Attackers Occupy Second Floor of North Two-Story Building
Attackers Occupy Second Floor of North Two-Story Building

 

Attackers Ready To Assault One-Story House (on right)
Attackers Ready To Assault Single-Story House (on right)

 

With Two Buildings Captured, Defenders In East Two-Story Building Await the Onslaught.
With Two Buildings Captured, Defenders In West Two-Story Building Await the Onslaught.

Renaissance Skirmish – Basics

Set up the table for a skirmish game using the “On The Seven Seas” rules by Osprey.  Yes, I know, these are pirate rules.  But, when I purchased these rules, Osprey’s latest and period applicable offering “En Garde,” was not available.  While the reception for “Seven Seas” has been mixed, I do like the faction/greed/fear mechanics, and the simplicity.  We’ll see how they work on the table.

The game will be a village fight between two factions.  One will hold the village, the other intending to loot and plunder.

I’m using houses from Hobby Lobby.  These are cardboard and very close to scale for my larger Warhammer Empire figures.  More on them in a followup post.  I kept the four houses a neutral gray, with only red chimneys and add-on flower basins for color.

I’ll use a few figures and push through a quick couple of turns this PM.

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Thirty Years War – Tim’s Take

Here are Tim’s observations.  Lots of great insights.

A few thoughts about the game, in no particular order.
I wish I’d found that chart with the nationalities information during the game and not afterwards…

We had made a few mistakes including: the imperials can’t recruit in Bavaria and the Danes go home if Christian is killed (which he was during his first battle).

There was a different chart that went over the foraging rules– I know I forgot that units removed due to foraging losses are out of the game…oops.

Those LOC rules are pretty important. Without them, armies are free to go pretty much wherever they please. With them, protecting bases becomes much more important, especially for the protestants since their big advantage in the early game is that they can pay most of their units.

 
You remarked more than once that it is hard to get a good handle for what strategy each side should use in the game. I think both sides should concentrate on grabbing electorates, which pay off big in victory points.

 
I think in the early game the protestants are just trying to stay alive, although I had pretty good luck in grabbing saxony. I think the Imperials should move hard into Bohemia. When you tried that in the last game, I wasn’t able to stop you.

 
I had mixed luck in getting armies to the Netherlands. Most of the ways of getting their involve moving through neutral territory, with the loss of victory points or through the lower palatinate (aka the valley of death). As long as the spanish are on the map in force, its probably better to move through neutral territory. I guess it goes without saying that knowing whether a particular city is or isn’t in the Spanish zone is pretty important…minor details like that can have a major impact on game play.

 

Back To The Renaissance

As mentioned earlier, finally getting back to playing my dormant Renaissance Scenario,  It’s a replay of one reported earlier, but with a few tweaks.  Will dispense with impaired photos.

Used percentage dice to dictate the Polish infantry entry through the village.  They entered much earlier than last game.

Shifted the Polish Hussars to the left flank to engage the Russian Sipahis, rather than battering themselves silly against the Streltsy infantry.

Finally, allowed the Streltsy to advance against the two Polish infantry units in the center.  Suck them in so they cannot effect the work of the Hussars and Pancerni on the flanks.

Along with the percentage dice, I started using some of the other dice I purchased back in February.

Now using the “Yes, No, Maybe” dice for command decisions and reaction.  For example “Should I Commit My Reserve”, or, for the latter, “Do I See The Poles Flanking My Position?.

From a solitaire standpoint, things get easier….it’s not you…..it’s the bloody general that’s doing these things.

Not cutting edge, but it does liven things up.

Enemy Coast Ahead: The Dambuster Raid

Finally put down the rules and started to play last night.  Heavy lifting.  The download mentioned in the previous post was absolutely necessary.  Do not start playing this game without it.  Why?

When I went through my teacher training early in the millenium the rage was about learning styles.  There were seven of them.  Each learning style was to be used (if possible) in the lesson plan because each student has different ways of accessing the material presented in the lesson.

Well, my learning style(s) certainly did not mesh with the RAW for Enemy Coast Ahead.  I’ve been cutting back on the booze, so I think I have my wits about me, but  discerning game flow was damn near impossible.

It took a few days to figure out that the BACK of the scenario contained important set up information, especially as to where on the map to place critical counters.

The game-aid cards (with one each for the planning, flight and attack portions of the game), have all kinds of information not accessible (at least to me) in the rules.

As a result, the first play through involved juggling the rules, scenario, attack player aid card, and the download on my IPad.  Again, get the damn download!!!

I think I have it now, and it is fun once you struggle through it.

What a difference from the Thunderbolt/Apache rules.  With these rules, you can start reading and play right up to the primary attack phase.  There things get a little stickier, but the introduction is easy and painless.

Hoping my next session is easier.

 

 

Wavell’s War – East African Campaign – Final Comments

Had a nice talk with Tim last night about our recent Wavell’s War game and, especially, his posted comments.

I had some real second thoughts about the validity of using scrapped unit replacement points to build new headquarters.  Big sigh of relief when I checked the rules this morning and confirmed it is OK.

We also talked about the low level of victory point (VIP) totals in the game, especially since they are calculated, for the most part, in January and July, only.  This makes the status of Massua absolutely critical.  This city is worth three VIPs per initial phase on or after April I/II ’41 for the side that controls the city.

With this in mind,  Tim’s analyses of his attack supply and railroad construction challenges are very pertinent to successful Allied play.

I think we agreed to try it again.  The when is TBD.

Wavell’s War – East African Campaign – Tim’s Comments

Back from Spring Training.  Tim forwarded his observations while I was in Arizona.  Here they are:

I like your idea of using your RPs from scrapping units to buy back HQs. Clever!

Having no SMPs in the Sudan really hurts the British. Once I moved forward from my railheads, I couldn’t use my attack supply. My logistics problems were of distributing attack supply, rather than the Italian problem of not having any. It didn’t help that I didn’t know that I only had to build two hexes of rail line. It wasn’t until I read the appendix on transportation lines that I found out that the rest of that rail road connecting the Sudan and Eritrea had been built. Being able to rail supply into Eritrea would have really helped the British.

I was pleased with my use of the motorized SDF battalions. Those guys saved my butt more than once!

I didn’t read the OB as closely as I normally do, which hurt me. I missed the Blen 1 unit in Aden and could have built a light armored battalion several turns sooner than I actually did. I’m embarrassed as I normally carefully read the OBs, which always pays off.

I think I dispersed my forces too much. In retrospect I probably should have used both divisions together in the Sudan and moved some non divisional units down the coast (in my defense, I didn’t realize how bad those ravine hexsides were– they really help the defense). The same applies in the south where I should have stacked some colonial units with the South Africans since I had lots of colonial RPs.

I wonder if I should have taken festung Berbera and then moved into the interior…

That exchange on the South Africans really hurt! That attack came to a halt until I could bring up another division from the coast, which cost me at least a month when I really couldn’t afford it. I had a couple of other exchanges and they all hurt, especially once I had to start withdrawing units.

I didn’t use my amphibious landing ability. I wonder if I should have tried taking some of the ports from the sea or landed next to Massawa…

The weather was a real headache. In most games its pretty predictable but in this one, it wasn’t.

There are a lot of Italian ants. I’m sure from the Italian point of view, it feels like you’re getting wiped out but from the British point of view, it felt like the ants were getting ready to overwhelm the anteaters. Once the Italians can concentrate their units it gets harder to destroy them.

Wavell’s War – East African Campaign – The Game

This weekend’s game was an adventure; with unfamiliar rules and daunting operational constraints, not to mention the sheer size of the area of operations.  This will be a quick overview.  Hopefully Tim will post up.  I’ll add some additional observations once I get back into town.

Tim was stalled in the always unpredictable Friday Portland traffic and didn’t arrive until after 1800. We decided to spend the evening familiarizing ourselves with the East Africa specific/pertinent rules (we also decided to forgo all the optional rules as this was our first time through the game) and watching the NCAA Men’s Basketball Tournament. That was an adventure, too.

While we have been playing Europa for way too long, this game was something different, particularly the use of attack supply, and for the Italians, the need to convert limited attack supply resources to general supply. Without general supply, the Italians, who do not have any general supply sources (only limited ones), had their attack strengths quartered, movement halved, defense halved, and lost all armored effects. Their limited aircraft assets were subject to similar constraints when out of supply. In fact, each mission was a crap shoot. With bad rolls on the success table, the mission never occurred, or worse, the aircraft went into the aborted box. And with only one ARP, that meant it was gone. To make things even better, any use of SMPs reduced the remaining pool of SMPs, with Italian capabilities becoming even more pathetic as the game wore on.

However, the Italians weren’t the only ones handicapped by logistics. Even though the British are in general supply, they have limited attack supply resources and have to move them across East Africa before they can come to grip with the Italians. While the British can assemble divisions, their use is limited as they are withdrawn from use relatively early in the game.

As you can see from the previous post, the area of operations is huge. The impact of size is compounded by the low movement rates of most units. There are very few mechanized units, and those that are in the OB have little combat power. Truck assets are worth their weight in gold. Not only can they increase an infantry’s units movements, but can also take advantage of exploitation movement. Once again, the combat power of a transportable unit (1 RE) is minimal, especially when halved if out of attack supply.

Rail capacity is low, and the amount of trackage limited. Tim will probably expand on this, but neither of us did a very good job of working with what we had.

To make even more fun, there are about 8 weather zones, and any and all of them can go from clear to grind-to-a-halt mud in a single turn.

Given all of these factors, events unfolded slowly.

Play began early Saturday. Tim had the Allies. He used three axis’ of advance. The first was down the Red Sea Coast from Sudan towards the port of Massaua (all spellings are from the maps), the second from Kenya to the southeast to secure the ports of Mogadiscio and Chismaio, with the third northeast from Kenya towards Addis Abbada. The first was aimed at gaining victory points before April II, while the second aimed at denying the Italians victory points as well as possible supplies. The third was to liberate the Ethiopian capital.

Tim made good progress on his first two axes of advance.  Chismaio and Mogadiscio fell early, the Italians unable to muster more than a token defense, not helped by my unwillingness to convert a factor of  attack supply into general supply.  While the attack towards Massaua took more time to develop because Tim took the time to form divisions, by mid-game he was able to exploit a blunder on my part and take the city without loss.  At this point, however, a combination of bad weather and sacrificial use of Italian regiments slowed the British.

The next day, Tim continued his attacks, but suffered an Exchange setback outside of Addis Abada.  This, along with the need to remove some of his more powerful units for  redeployment elsewhere in the Middle East, slowed his momentum and allowed me to cobble together a defensive cordon to stop his new advances towards Addis Abada from the north.

Although taking breaks to watch the tournament, our game focus was so great, we missed one the classic NCAA tournament meltdowns of all time.

By the May II turn, we decided to devote ourselves to beer drinking and game viewing.  Here’s a few photos to illustrate the course of the game.  I’ll post up some other observations later.

Early Game: British Advance Towards Camissi
Early Game: British Advance Towards Chismaio

 

Early Game: British Advance North
Early Game: British Advance North

 

Mid Game: Exploiting Gap, British Take Massau and Cut Off Italian Perimeter Defense
Mid Game: Exploiting Gap, British Take Massaua and Cut Off Italian Perimeter Defense

 

Mid Game: British Approach Addis Abada
Mid Game: British Approach Addis Abada
Mid Game: Italians Retreat Into Somaliland
Mid Game: Italians Retreat Into Somaliland
Mid Game: British Advance South From Massau
Mid Game: British Advance South From Massaua
Mid Game: British Threaten Addis Abada
Mid Game: British Threaten Addis Abada
End Game: British Somaliland Still Held By Italians
End Game: British Somaliland Still Held By Italians

 

End Game: British Advance Towards Addis Abada From The North
End Game: British Advance Towards Addis Abada From The North

 

End Game: Italians Defenses Around Addis Abada
End Game: Italians Defenses Around Addis Abada

 

End Game: All Cleaned Up. Dogs of War Wonder What's Next
End Game: All Cleaned Up. Dogs of War Wonder What’s Next

Wavell’s War – East African Campaign – The Setup

Set it up last night and this morning.  Used stencil tape to keep the small map sheets from shifting around.  Had to shim the utility table to get it to match up (kind of) with the dining room table.

Big map, lots of ants.  Italians have limited supply sources, which severely effects both offensive and defensive capabilities,  and very few steps of attack supply to compensate.  Air support for colonial units is also limited.

This will be very interesting.

The Table
The Table
Map Looking North.  Where Are The Ants?
Map Looking North. Where Are The Ants?
Map Looking West
Map Looking West