Category Archives: Boardgames

Way Way Back Machine

Winter has finally arrived.  Gone are sunny skies and temperatures in the sixties.  Disorientation replaced by discomfort.

Home Alone, so wargames spread out all over the place.  As always, the problem is to avoid the avoidable distractions and just sit down.

One project is a solo Vassal game of the venerable Panzergruppe Guderian.  To make things fun/different, and to learn a little more about how to play, I dredged up an old copy of Moves Magazine #29.

None other than Redmond Simonsen walks the reader through what to do.  So, I’m following his guidance.

Here’s the game board (or most of it) after Turn 1, along with a shot of the first page of the article.

Kids!

Now  playing this great solitaire game.  I had forgotten just how good it is.

Went over to its Boardgamegeek page and downloaded this mini-mat.  Saves so much space!  Now I can comfortably play it at my desk, with the Soldier Player cards and loadout on a small side table.

The usual re-entry fits-and-starts with the rules.  This narrative discussion really helped.  So, with this, the 2nd Edition rulebook, downloaded key terms and universal rules, I had all the resources required to play.

Here’s a quick snap of the first mission of my campaign game.

Notice the Refugee Card?  That ruined everything.  Damn Kids!!!  No auto bursts or explosives.  My M-203 – which I’m counting on to kill the mission’s VIP target and to kill multiple bad guys, is useless.  So, I became bogged down in a gunfight characterized by my die rolls that suppressed, but did not kill.  After one Player-Soldier was wounded twice and  my Mission Timer clicking down, I went into abort mode.

Granted, it is a tough mission with low (41) resource points. But, I’m sure an experienced player would have figured things out.  I’ll use this as a negative score, and do my usual reset.

Lots of fun, though.

Groza – Barbarossa Unleashed Rules

Tim and I both like the draft of this ruleset.

We didn’t use any of the optional or experimental rules, just the new Combat Results and Supply Effects  alternate rules.  We also found two changes to the basic rules that had an immediate impact on play.

The alternate combat results seem less bloody, and, according to Tim, simplify the replacement process. Units that are out of supply no longer roll for elimination (4th Turn), but continue to exist albeit in a very weakened state.

The  changes in airfield capacity and stacking had the most significant impact on play.

Full and Partial Hex Cities now have a maximum capacity of 3 air units.  With Minor Cities having a capacity of one air unit.  In the older rule sets,  the former had a capacity of six air units, with Dot Cities at three units and Reference Cities at one unit.  Apparently there will some changes in the categorization of cities when new maps are published.  We simply used a capacity of one for both Dot and Reference cities.

The total number of Regimental Equivalents remains at twelve, but in the new rules all twelve factors can be divisions.  The allowance for artillery remains the same.  This change allows for some very robust combinations.

I’ve sent my initial dispositions to Tim.  More on that later……

Groza – It Only Gets Worse

The remainder of this session report will focus on Romania.  There was  mutual nibbling up north, but the bulk of the action was to the south.

Here’s the situation at the end of the Soviet Exploitation Phase.

Not good at all.  Desperate Times…..

Here are my Desperate Measures……Strategic Rail Movement for German ground reinforcements and Transfer Missions for air assets.  Fortunately, Hungary is a benevolent neutral, so the Axis can use Hungarian rail and airspace, as well as trace supply through it. Unfortunately, Romania does not have many airfields, although I had engineers working diligently for more fields to be ready in the Aug I Initial Phase.  The supply access really helped withdrawing units.

Axis Movement…..

Up north, I tried to extricate units by moving west into the mountains.  Down south, the priority was to stop the Soviet advance from down the valley, while having German armor in position to move during the Exploitation Phase.  Some of the stranded units had no hope for a successful retreat, so they would buy time for the others.

These two shots show the situation after the Axis Exploitation Phase.  A cobbled together perimeter defense with the panzers providing some depth.

The big problem is the Soviet unit identified by the red arrow.  Couldn’t reach it and establish a zone of control.

When Tim diplomatically suggested a re-set, I took up his offer.

Next, some observations we have about the Barbarossa Unleashed rules.  Plot Spoiler……..we like them.

Groza….Amateur Hour

My previous post covered the scenario’s basics.  Now to the gameplay.

Here are shots of the initial dispositions (after the Soviet Jun II Special Turn) from North to South.  I discovered it takes four (4), not three (3) screen shots to cover all fronts.  This group is missing the southern tip of Romania.

For some reason, I never “captured” an image with Tim’s Soviets dispositions in Romania.  But this is pic of mine is damning enough.  Just wait……

The following show Tim’s Soviet onslaught.  Not much going on in the northern and central pictures, but in Romania……whoaaa!!!

They say we create our own Hells.  Yes, my Romanian Hell was a product of failing to comprehend the interactions of two  Special Rules.

For the first turn, Zones of Control (ZOCs) are reduced.  And,  Axis units must be placed so as to either occupy border hexes or have them in a zone of control.  Too much of the latter, and not enough of the former.  I needed a solid front in Romania, with reduced border strength, but without gaps that, literally and figuratively, could (and would) be exploited.

To compound this error, I did not recognize the implications of the enhanced exploitation capabilities of Soviet units.  Here’s Romania after the Jul II Soviet Exploitation phase.

Gruesome.  Enough!  I’ll cover the rest of our game after my return from W.C. Fields’ (not so) favorite city.

Groza (Finally)…The Basics

Quick note:  If you are viewing this on an IPad or IPhone, scroll down to the bottom of your page.  This is where you will find the tags for Operation Groza and Europa.

Yes, it’s been a year since I  posted up about Operation Groza.  Why?  Sheer indolence.  But recent announcements about Europa provide new motivation.

To recap:  The Groza scenario was published in The Europa Magazine #23, with many special rules and modifications to the Orders of Battle (OBs) found in the Scorched Earth module.   Tim and I wanted to play Europa, were intrigued by the scenario, and anxious to try out the Barbarossa Unleashed draft rules published by John Astell.  Tim took on the herculean task of adapting the elderly, but still very serviceable (let’s just leave it there), JET Scorched Earth module for Groza.  This involved merging maps and creating supplementary counters.  We started play in late Winter 2025.

Might all of this involve confusion, numerous operator errors, and low levels of frustration?  Not to mention the usual screwing up?  Yes! So, here we go, starting with a summary of special rules with subsequent posts describing game play, observations about the rules, and lessons learned.

BTW…..We have reset, and are in the process of starting a new game.  But, back to old business.

The game begins with the Jun II 41 (Soviet) turn.  There are several significant factors affecting each side’s initial deployments.

Axis Player –

Deploys air and ground units first, with each Army having designated zones of deployment.  Units deployed include reinforcements for the Jun II and Jul I turns.  This placement simulates their movement during those turns the Axis player cannot move units.

Every hex along the Greater Germany (including occupied Poland) and Romanian borders must be either occupied by, or in the zone of control of, an Axis unit.

Note:  Hungary is neutral.  However, Axis units can overfly Hungary and use that country’s rail lines.

Soviet Player –

Deploys initial air and ground forces, with special modifications for each Military District (MD).  Again, each Army has deployment zones.

Can change four (4) combat/motorized (c/m) cadre units to full strength, and all 3-4 infantry cadre units to their full strength sides.

Places Jun II reinforcements on the map reflecting mobilization.

Game Play –

The Soviet player conducts a special Jun II turn limited to movement and exploitation phases (no combat).  For those  unfamiliar with Europa, c/m units may move during the exploitation phase. Movement is limited to within the Soviet Union (not occupied Poland).  Air units may move in either, but not both, phases.

The Soviet may designate NKVD units as Spetsnaz.  Ahhhh….Chrome!

After all Jun II movement/exploitation is finished, the Soviet Player begins a “normal” Jul I turn.  But, “normal” applies only to turn sequence as their are several special, and very significant, “benefits” ( per scenario designer) to be used during this turn, only.

The Soviet Player 1) ignores border river hexsides for purposes of combat and overruns (not movement).  2)  increases the attack strength of his artillery units by 50 percent.  3)  c/m units at full strength have full,  not limited, exploitation capabilities.  4)  conducts movement as though each Axis unit has a reduced zone of control (ZOC).  5)  Spetsnaz units are treated like commando units, and have an attack strength of “1” when used in conjunction with other units. Ahhhh…..Chrome!

The special Jun II move combined with the Jul I rules and inability of Axis forces to react simulates Groza’s surprise attack.

Next up…the game.

From Set-Piece To Re-Set

Set up another Gaza scenario.  This one covers Allenby’s 1918 campaign.

Yes, more set-piece battle action, but with the enhanced possibility of a decisive  Allied breakthrough.

Why?  A special rule for one turn.  The Allies can ignore the effect of enemy entrenchments, and add a +2 to their D6 roll if supported by two factors of artillery,  to an attack using at least 20 factors.  Also, any cavalry not involved in the attack can “exploit” (after combat is completed) up to their full movement allowance and launch an attack (no special modifiers) of their own.

Later That Same Day

Reread the scenario rules.  The special rules cited above hold for any attack (with at least 20 factors) during one turn, just not “an” attack.

How typical.  An error of omission.  I will avoid descending into a public display of self-castigation.

So, here’s the result of my misguided efforts.

The breakthrough took place along the coast, with two cavalry units exploiting.  An opportunity, but probably not as good as one generated by two attacks with these favorable modifiers.

Also, an additional cavalry unit is hiding under a headquarters situated along the coast.  Jeez! Sloppy staff work!

I may play this one out for another turn or two, but will set it up again to take full advantage scenario rules to see if I can completely “unhinge” the Ottoman defenses.

GWAS – The Wheel Had Been Built

Can’t rationalize my way past this one.

Digging around various Great War At Sea (GWAS) archives, I came across this 1898 Naval Campaign over at Web Grognards.   An excellent effort  covering a lot of bases.  I would really like to find out where he discovered the specifics.

BTW, I hadn’t visited Web Grognards lately.  Boardgamegeek has surpassed it as an overall resource, but WG still is an excellent source of information, especially older games.

Underrated!

GWAS – Re-inventing The Wheel?

I’ve come up with three basic scenarios.

The first assumes Admiral Cervera’s fleet runs the U.S.blockade and makes it to Havana.  From there, he can threaten the Florida Straits, U.S. East Coast and/or Puerto Rico.

The second anticipates Spain commits to reinforcing the Philippines,  with a U.S. counter move sending the Eastern Squadron to the Mediterranean, protected by the Covering Force.

Finally, that Spain purchases ships from Chile.  This possibility affected U.S. dispositions.  The Chilean ships were the O’Higgins, weeks away from completion in a British shipyard, as well as two ships already in service, the Esmeralda and Ministro Zenteno.  The latter two were situated in the Pacific, where they could sail to the Philippines, with the O’Higgins close to Spanish territorial waters.

While working my way through all of this, I came to realize this is really a series of Red vs.  Blue operational problems, with the Spanish-American War providing historical context.  The scenarios are more than counterfactual, as the underlying assumptions are so very significant, anticipating Spanish domestic and foreign policies resulting in a trained and maintained fleet, without the ambivalence and defeatism.

After scratching all of this out,  I took a detailed look at the scenarios accompanying the game.  They are good, well explained, and cover what happened several might-have-been.  There’s even a campaign game linking the scenarios with die-driven variables!

So, my afterthought is “Why Did I Do All Of This?”  Well, I guess it would be depth of knowledge and the ability to view the historical events not as a series of separate scenarios, but within a  broader scope.

At times, it’s good to rationalize.

GWAS – Attention Now Focused

Well, the seemingly indispensable 3×3 blue hexagonal grid never arrived.  Some Amazonian problem with delivery.  Very vague.  Frantic Google activity revealed no viable substitutes without paying too much.

Now unable to throw a reasonable amount of money at the problem, I was forced to think.  Reluctantly, I started grinding the gears.  DIY options involved a lot of work…No interest in that.  Further grinding resulted in a question; “Why do I have to use hexes?”

The ship counters are one inch long.  The rules call for movement by number of hexes.  Convert hexes to inches – or ship lengths.  How about changes of course?  Changes are effected by stern or bow pivots of 60 degrees.  Why not use a protractor until you can eyeball the pivot without help?

Now I just needed a blue surface.  You MUST fight naval battles on a blue surface.  It cannot be done any other way.  Believe me.

The solution was to use either an ocean gaming mat, or the DBA “table”.   My ocean mat is an early version of the type with a fleece texture.  OK for miniatures, but counters are clunky to move and just don’t look right. The DBA table has a surface color of blue,  intended for just this sort of thing, but typically covered with GeoHex tiles for land battles.

Having taken care of the tactical infra-structure, it was time to get on with the strategic and operational aspects of the project.  So, back to Trask’s history, and this time really focus on the Navy’s organization and plans.

For my purposes, the naval campaign takes place from early April through July.  I’ve bookended the campaign with the U.S. decision to organize and  implement a blockade of Cuba and the return to Spain of Admiral Camara’s fleet which had intended to attack Admiral Dewey’s forces in the Philippines.

The historical naval campaign….what a cluster!  Orders  from the Secretary of the Navy  to Key West changing on a daily, and sometimes hourly, basis.  Ships being shunted between fleets and missions.  Order and counter-order.  The Navy’s mission was four-fold:  Defend coastal cities  from Spanish attack, blockade Cuba, escort the expeditionary force forming in Tampa, and stop any Spanish efforts to reinforce Cuba.  Later, two other missions were discussed and almost implemented.  One was  to raid  coastal cities on the Iberian Peninsula and outlying islands.  The other was to counter any Spanish attempt to regain control of the Philippines.

Rather than construct a time-oriented orders of battles, it seemed best to use the basic organization which called for – eventually – four US entities.  Initially these were the North Atlantic Fleet and Flying Squadron.  The  Eastern Squadron and Covering Force were created later in the campaign, and comprised of units from the  two basic organizations.  Ships were also  periodically detached for patrol duties.  Again, rather than go through an attach and detach process during the course (turns) of the campaign, it seemed best – and easiest – to “pool” (no pun intended)  these primarily Auxiliary Cruisers into a group available for scouting duties.

The basic organization is:

North Atlantic Fleet (Admiral Sampson), Key West – Iowa, Indiana, Oregon (maybe delayed reflecting its redeployment to Caribbean), New York, Amphrite, Terror, New Orleans, Montgomery.

Flying Squadron (Admiral Schlee), Hampton Roads – Texas, Massachusetts, Brooklyn, Columbia, Minneapolis.

Scouting Pool – Harvard, Yale, St. Louis, Minneapolis, St. Paul.

Reinforcements To Philippines – Monterey, Monachock.

One option discussed by leadership was to form an Eastern Squadron, with the mission of  countering Spain’s attempt dispatch ships to contest Admiral Dewey’s control of Manila Bay.

The Eastern Squadron included the following ships:  Oregon, Massachusetts, Newark, Yosemite, Yankee, Dixie.

The Eastern Squadron was to be assisted by a  Covering Force.  This force was to engage any Spanish effort to attack the Eastern Squadron as it passed by Spain until it was east of Gibraltar.

The Covering Force included: New York, Brooklyn, Iowa, Indiana, Texas, New Orleans, Badger, Yankee, Mayflower.

Putting together Spain’s fleet organization was simple.  Just go with the historical composition of Admirals Cervera’s and Camara’s fleets.  But, with the intriguing possibility  of Spain succeeding with their plans to purchase one if not three Chilean ships – O’Higgins, Esmerelda and Ministro Zenteno.  Spain’s conduct of the naval operations was marked by the same level of vacillation and indecision as U.S. operations.

Enough for now.  Ole Miss vs Miss State coming on.  Can’t miss another episode of “Lane Kiffin’s Ego.”