Category Archives: Sessions

RAF – Latest Scenario Played

Sanity prevailed and I played The Thin Blue Line scenario, rather than the entire campaign. At my rate of play, which is one day per session, it would have been too lengthy a proposition.

The Thin Blue Line begins on August 27 and ends on September 11th. This represents the longest period of sustained German raids.

I was able to attrit the Luftwaffe, but not enough to gain a victory. However, the RAF was in good shape at game’s end with a fairly deep pool of experienced replacement pilots and plenty of replacement aircraft. At the rate things were going, an operational victory was probably two days (of game turns) away.

The hour and day card draws tended to favor the British player. What the British player cannot stand is successive German raids over the period of one game hour, or during the course of a day. The quicker the clock and calendar moves, the better for the RAF.

One thing I started doing a little too late was making sure there were enough British fighters scrambled to attack the bombers, and not just the Me-109 hunter groups. This involved massing planes and taking some risks about subsequent coverage if there were followup raids, or another series of attacks. My warning levels were consistently high which helped, and, once again, the card draw kept the clock moving.  It was so similar to historical “Big Wing” theory.

Once bombers are disrupted, aborted or placed in the damage box by a fighter attack, the effectiveness of a raid is greatly diminished. Again, fate did not favor the Germans, with many raids reduced to a low factor attacks, and resulting low levels of damage and victory points.

A great game, and worthy of all the praise it has gathered over the past twenty years. My only complaint is that a couple of charts are buried in the rules, especially the Airfield Operations summary. I will copy this onto a separate sheet the next time I play.

Paths of Glory – Tim’s Take

Here are Tim’s observations.
  • There a couple of cards that should not be allowed to cycle through the deck.  Even if the prerequisites to play the card haven’t been met, I think it would be wise to keep it in the hand until they are.  I’m thinking mainly of the ‘Tsar Takes Command’ card.  IIRC, there was another game we played where the central powers player didn’t play it as an event and had to wait for it to cycle back through the deck.  Needless to say, the game was pretty much over when it came back to him again.  I don’t think it is as big an issue for the Entente.  Maybe the cards relating to  US Entry fall into this category for them?
  • You did a much better job of remembering to entrench than I did…The level 2 trench in  Brussels cost me a lot of men.
  • Yes, I did use attrition in the west.  I was playing a lot of big replacement cards to keep the Russians from melting away (you pounded them pretty hard) and I didn’t see why I should ‘waste’ the French and British replacements by not attacking on their front.  I also had some mandated offensives for the French and I was trying to wear down the Germans, which I think I had accomplished by the end of the game.
  • I think taking replacements every turn is pretty much a must in this game.  I know you felt you had the opportunity to do some damage by playing cards as OPS cards and not taking replacements, but armies can melt away very quickly in this game.
  • I actually was worried that you were going to counter attack on the Italian front.  The Italian armies, especially when they are reduced (like they are at the start) are not very strong.  They’re good enough to capture undefended areas, but struggle against anything else…  I was concerned that you would use the Austrian army in Trieste to punch through and capture Venice.
  • Good use of the Rathenau card.  I think in the past I’ve violated my first point and usually played it for OPS…:)
  • You didn’t seem to get much use out of the Turks.  I don’t know if it would have been worth it to build up some concentrations in the Caucasus or in Mesopotomia to threaten Baku or Ahwaz.  In many ways the trick to winning POG is balancing the demands of multiple fronts and the Turks could be used to threaten those two areas (or if they’re very lucky, egypt).  At the very least, they might force the Entente to spend time and OPS moving troops to the Med from other theaters.
  • I think it would be a good idea to eliminate the Serbs.  Destroying them frees up two badly needed Austrian armies and some bulgarian troops for use elsewhere (Romania?).

Paths of Glory

Played Paths of Glory this Saturday with Tim. Helluva game and unlike any other we had played in the past. We started at 2PM and, with the exception of a 1 hour or so break for dinner, didn’t finish up until midnight. For once we stayed on task although many Henry’s were consumed. Tim played the Allies.

For those of you unfamiliar with the game, here’s a link to the BoardGameGeek page. It’s their Number 2 rated wargame.  Here’s another link to the living rules over at GMT Games. GMT is to be commended for their willingness to make the rules available along with necessary changes.

I managed to bungle the first few turns by misplaying the Falkenhayn card. This is a critical card that not only allows German forces greater operational flexibility but, when combined with combat cards, allows for a devastating attack on French fortresses.

Having missed that opportunity, I began to entrench along the Western Front. My efforts were generally successful, but set an ugly precedent for die rolling. To successfully entrench, one needs low die rolls. Unfortunately, this low rolling continued during several later critical combats where high D6 rolls are needed.

Frustrated in the West, I turned my attentions Eastward. Here, Tim had driven back my Austrians and it was only through some fortunate card draws for Austrian reinforcements, as well as a shifting of German troops to the East, that the front stabilized.

Stymied, I had no choice but to unleash the Mad Dog Bulgarians. Tim countered the threat posed by this crew of corps-sized-ants, by bringing Italy into the war. His lightning campaign in the Alps threatened Munich and Strasberg (!!!!!) forcing a southwestward shift of the already over-extended Austrians.

To compound matters, Tim activated the cosmetically challenged Romanians, creating a three-way “Titanic Battle of the Midgets” between Serbia, Romania and Bulgaria. Once again, Austrians were used to stabilize matters.

While this farcical sequence of Balkan events was taking place, Tim began a series of attritional attacks in the West. Ignoring howls of protest from Paris, and accusations of genocidal Francophobia, Tim took a page from the Neville playbook and relied on the French Army to repeatedly pound the heavily improved German positions in Flanders. These attacks liberated Brussels, and forced me to once again use strategic cards for operational replacements.

The result was no Russian Revolution. The revolution requires the play of a sequence of cards after a certain level of victory points have been attained. Use the card(s) for other than the intended purpose(s) and the sequence is delayed until the deck is exhausted and reshuffled.

I still pursued an eastern strategy, and even managed to isolate Riga while advancing deep into northern Russia. However, these gains could not be followed up given the need to create replacements and feed Tim’s Western Front meat grinder.

We shut it down at the beginning of the Winter, 1918 turn. While the issue hung in the balance, Tim definitely had the operational edge. My only real hope of victory was to somehow draw the right Russian Revolution cards, releasing German troops for the Western Front, and Austrians to deal with the Balkans and Italy.

Unfortunately, all of this was about three turns too late, and required just a little too much luck. Sounds kinda familiar, doesn’t it?

Here’s a few photos of the situation, by front, at Journey’s End.

Middle East: Not much going on here
Middle East: Not much going on here
The Balkans: Antricide
The Balkans: Antroicide
Russia: Bogged Down
Russia: Bogged Down
Italy: Arditi and Bersaglieri in Munich?
Italy: Arditi and Bersaglieri in Munich?
Western Front: Attrition
Western Front: Attrition

RAF – End Of Scenario Thoughts

Finished up “The Hardest Days” scenario. Lots of fun.

Like many solitaire games, RAF is process oriented. The turn sequence mechanics are the crux of the game, with player decisions taking far less time than in a typical multi-player game.

The obvious reasons are the low counter density, and the player’s active involvement with counter movement is limited to the RAF. Another reason is that many of the mechanics are card driven, without the usual wristage.

The lessons learned during this play through were to take full advantage of the ability of adjacent sectors to patrol in those sectors most threatened, that at least once a day you just have to take a beating, and use everything you can on the last raid of the day.

Squadrons in adjacent sectors can augment patrols. This is a far better use of these assets than waiting for a favorable warning situation which allows the employment of adjacent squadrons in the target sector,.

With followup raids and limited time advances, the RAF will have at least one turn when most of its assets are either landing or rearming. Sending up a single squadron to contest a raid is suicide, so it is best to just sit back, get bombed, and wait until your grounded aircraft become operational.

By the 1800 turn (last of the day), the Luftwaffe has few assets remaining. This can be especially true for fighters. That last raid may comprise only a couple of escorts. If the RAF commander places all of his available assets on patrol, the chances are that he can achieve air superiority for that interception and really do some damage to the bombers. This tactic is so effective that there is actually a rule limiting the number of patrolling squadrons for the 1800 turn.

My game ended in a draw. I might just try the campaign scenario which adds several layers of chrome. Why not?

Renaissance Wargame – The Action Pt 3

What a dog fight!  The Poles right wing is shattered, with Tartars enveloping that flank.  However, the Dvor Sipahis’ attempts to repulse the Polish Haiduks threatening the Russia  rear failed.

The Polish cavalry are now a beaten command, with only the Hussars having a reasonable chance of being steadied.  The left flank Pancerni have been attrited and the light cavalry is incapable of any real resistance.

With all that, I still might play a couple more turns to see how the doughty Haiduks fare.

Haiduks Deploy
Haiduks Deploy
Polish Left is Shattered. Russian Cavalry Begins Envelopment
Polish Right is Shattered. Russian Cavalry Begins Envelopment
Russian Dvor Sipahis Regroup After Being Repulsed By Haiduk Musketry
Russian Dvor Sipahis Regroup After Being Repulsed By Haiduk Musketry

Renaissance Wargame – The Action Pt 2

Solo war gaming can be either mundane or chaotic.  This is the latter.

Poles right flank caves in and losses mount, with center Hussars in disarray due to musketry.  Still some hope, as Haiduks and Pancerni attack on the left.  A wacky tactical revolving door.

Polish Right Flank: Problems
Polish Right Flank: Problems
Polish Left Flank: Haiduks Deploying and Pancerni Ready To Charge
Polish Left Flank: Haiduks Deploying and Pancerni Ready To Charge
Russians React and Poles Hope
View To The West:  Russians React and Poles Hope

RAF – Initial Thoughts

Finally comfortable enough with the rules to start the “Hardest Days” scenario.  This is a highly regarded solitaire game with great reviews.  I started out with “Lion”, playing the British.

For a solitaire game, it has a relatively low level of wristage.  The game process and progress is, to a large degree,  driven by cards; for targets, raid size, raid strength, approach events, target events and passage of time during a raid “day”.  Dice rolling is limited to combat results, bombing results, British ability to respond to attacks and weather.

Unlike many other games, the end of a raid does not mean the time clock advances.  There can be raid somewhere else over England, or a followup raid on the target just attacked.  Have a couple of “0” time advance results, and it makes for a damn long turn, and day.

As a result, the RAF is stretched thin and beat up from the get-go.  Their warning system is not good, and this restricts the ability of the RAF to respond in any strength – from adjacent sectors – to a raid.  Even a minor raid can leave the RAF out-manned, especially when a sector has been attacked several times during the day.   In most instances, the RAF cannot even get to the bombers, having all their assets engaged by German “Hunter” gruppen.

The instructions advertise that the 5-Day, “Hardest” scenario can be played in three hours.  Don’t think so.  One day takes about an hour, and that’s now that I can play without my nose buried in the rules.

Gonna keeping hacking at it, and see if the game play speeds up.  Keep hoping for those “2 Hour” time advance cards.  Both the Brits and I need them!

 

 

 

Renaissance Wargame – The Action Pt 1

Was able to play several turns of my Poles vs. Russians DBR game.

The initial Polish Hussar attack on the formed Russian Streltsi was repulsed, as was a Cossack charge against the Russian Tartar light cavalry.

Attempts by the Hussars to reform were continually frustrated by Streltsi musketry. Both the Polish  Pancerni (Armored Cossacks)  and Russian Boyars moved to support their comrades. The Russian charge on their left shattered the Pancerni and Cossacks. The right wing Boyars maneuvered to engage the Polish left’s Pancerni.

Engrossed by this action, I forgot to role for the variable turn entrance on the Polish Haiduk infantry. The first role allowed them to enter on both roads leading into the village.

This seemed like a good time to quit for the evening.

A sessions report would not be complete without impaired photography.

Polish Pancerni Advance
Polish Pancerni Advance
Russian Boyars Begin Their Advance
Russian Boyars Begin Their Advance
Hussars and Pancerni Unsuccessfully Melee with Streltsi
Hussars and Pancerni Unsuccessfully Melee with Streltsi
Winged Hussars Attempt To Reform For Another Charge
Winged Hussars Attempt To Reform For Another Charge
Haiduks Enter Through Village
Haiduks Enter Through Village

Renaissance Wargame – The Battlefield

Took RedActions! off the table yesterday.  Cleared off the old and dug out some new terrain and buildings in preparation for a battle between Russians and Poles circa 1625.

I’ll use Phil Barker’s De Bellis Renationis (DBR) rules.  The scenario is based on the Battle of Roundway Down as diagrammed and described in C.F. Wesencraft’s “With Musket and Pike”.  Why?  Because the book was at-hand and it’s a interesting little challenge.

The Russians are besieging a town, with Polish mounted units advancing  to lift the siege.  The Russian command decides to meet and destroy the Poles in the field, and then finish the siege.  In the historical battle, the besieged brushed aside forces masking the town, and attacked their enemy’s flank.

I’ve tweaked the layout of the battlefield by substituting a village for Blagdon Hill.  Wanted to get the buildings out of their box!

While the published scenario calls for the flank attack forces to come on-table during the fourth turn, I’m going to come up with the mechanics for a variable arrival sometime after Turn 2.

Here’s a few photos

The Battlefield Looking South
The Battlefield Looking South
Initial Dispositions.
Initial Dispositions.
Close up of The Village.  A mix of purchased and scratch built buildings.
Close up of The Village. A mix of purchased and scratch built buildings.

Convoy Ambush – Red Actions! Pt 2

Turn 1:  German machine gun engaged the lead Machine Gun (MG) Truck.  The MG Truck failed the ambush morale check, causing it to rout.  Machine gun fire resulted in a terror result.  The Partisans moved out of the woods, one group to attack the convoy, the other to act as security to engage the escort and/or any reaction force.  The second vehicle in line failed the ambush morale check.  It routed and took a terror hit from the German Infantry’s rifle fire.   The Warlord Escort carried in the trail vehicle dismounted.  The MG truck Rallied.  However, the routed cargo truck did not.

View From German Machine Gun Position As Convoy Approaches
View From German Machine Gun Position As Convoy Approaches
Partisans In The Woods. Ambush Group to Left (one stand behind tree), Security Group to Right
Partisans In The Woods. Ambush Group to Left (one stand behind tree), Security Group to Right

Turn 2:  Germans again engaged the MG Truck, but failed to inflict any damage.  Likewise with the advancing Ambush Group’s fire on the stalled cargo truck.  The Security Group reached the crest of its objective.  The Warlord Escort advanced down both sides of the road towards the front of the column.  The stalled cargo truck again failed its morale check, but the MG Truck maneuvered to engage the advancing Partisans.  The MG Truck’s fire was ineffective.

Partisans Emerge From Woods After Machine Gun Truck and Lead Cargo Truck Retire Due To German Fire
Partisans Engage Convoy and Move to Security Position.  Warlord Escort has Dismounted.

Turn 3:  The Partisans advanced,  masking  the Germans’ field of fire.   Once again, Partisan fire at the stalled cargo truck was ineffective.  The security group attacked the nearest Warlord Escort, inflicting a terror hit.  The MG Truck could not hit the Partisan ambush group.  The Warlord escort maneuvered towards and ineffectively engaged the security group.  The other Warlord Escort continued to advance to the head of the column.

Partisans Engage Convoy Escort
Partisans Engage Convoy Escort

Turn 4:  Poor die rolling continued, as the Partisans once again could not damage any of their targets.  However,  both the Partisan Security Group and Warlord Escort recoiled in the fight for the hill.

Partisan Security Team Pushed Off Hill. Assault Group Continues to Engage Convoy Escort
Partisan Security Team Pushed Off Hill. Assault Group Continues to Engage Convoy Escort

Turn 5:  The Partisans again attacked both the stalled convoy and the escort.  Again, their fire was ineffective.  While the MG Truck and Escort both inflicted terror hits on the ambush and security group.

Turn 6:  According to plan, the Partisans disengaged, falling back to the woods, and prepared to move to the rally point.  The Chinese did not pursue.

Partisans Withdraw Into Woods
Partisans Withdraw Into Woods

Comments:  Fun little scenario, horrific die rolling for both sides.  I thought the Partisans would make short work of the convoy, but their low firepower (4 factors for each stand) was consistently ineffective.  The Germans should have been able to do more damage to the convoy, but again, the marksmanship (die rolling) was bad.  The Warlord unit engaging the Security Group did its job, and the resilient MG Truck forced the Partisan Ambush Group to retire.  A decisive victory for the Warlord’s forces.