Category Archives: Boardgames

Fire In The Lake – AAR

Had a fun session with Tim this past weekend.  Full of fumbling and stumbling.

As discussed in an earlier post, this is a highly regarded game, with beautiful components.  And, as also discussed, for two old hex-and-counter Grognards, it promised to be a new experience, and not the type of card-driven game (Paths of Glory, Pursuit of Glory, Wilderness War, Wellington) we were used to playing.

This will be more an overview of the process, rather than a turn by turn narrative of the game we played.  I was so involved in figuring the damn thing out, that coherent recall much less thoughtful strategy was well beyond my capabilities.

First off, we really needed a picture of what the map board should look like when set up.  We messed up on where to put available cubes, what cubes to use as markers, and what counters go where.  It’s a new take on “idiot rules”, we need rules crafted for idiots.

The first difference we noticed between this and our previous card driven experiences was that each faction (USA, South Vietnam, Viet Cong, North Vietnam) cannot do something with each card.  Only two factions can play a card, and only one can play the card as an event.  Also, not only is the card in play turned up from the play deck, but also the next card to be played.  This forces players to anticipate how to react with two cards, not just one.

The deck itself is constructed differently.  In many games deck events and options are predicated on period of the conflict, or the play of a major event triggers the inclusion of more cards.  In FITL, the very large deck is initially split into six decks of twelve cards each.  A coup card is then shuffled into each deck.  Play commences with one deck, and after a Coup card is turned up and played, that Coup card is removed and the next deck placed under the remaining cards from the previously played deck.  There are a large number of cards that are not included in the six decks.  This must enhance replay.

Most card driven games involve reacting to an opponent’s play and  sequencing a group of cards held in hand.  This leads to a rapid sequence of play, with a card played quickly followed by another.  In FITL, the pace was less frantic, and steadier.  Maybe this was due to our inexperience.

The options for the first eligible faction (sequence of eligibility shown at the top of each card) are to pass (perhaps because of the next event) play the event, or play an operation (in multiple spaces), with or without a special activity. The second eligible player can pass, execute the event (if not done so by first player), or execute a limited operation.  Limited operations can take place in one space, only.  Only if the first two pass, can the third eligible faction act on a card.

We learned that Operations have complementary Special Operations, and successful play involved the ability to mix and match these operation types.  Also, the first eligible faction can really frustrate a stronger opponent by executing an Operation, only, after which the second eligible player can only execute a Limited Operation, not the Event.

All sides must be careful not to take too direct of an approach.  For the VC, taxing to raise resource levels or terrorizing the populace will alienate the local population, reducing support.  US airstrikes, while devastating militarily, are just as damaging to popular support.

While control of areas and provinces is the key to victory, each side has other activities,(not just destruction of enemy forces and many times in conflict with those of their “ally”) that contribute to victory.  For the VC and NVA, base building and maintaining the Ho Chi Minh trail must be a priority.  For the US, it’s ability to win is directly tied to reducing the number of troops being used.  ARVN forces gain victory points by siphoning off US aid into their coffers.

All of this maneuvering comes to a grinding halt when a Coup card is turned up.  The card in play is then considered to be a Monsoon card, which limits operational play options, and the Coup card is then the last card played.  After play for that card is finished,  victory points are calculated.  If a faction wins, it wins.  If not,  new aid and resources are distributed, and victory points are again calculated.  If one faction has attained victory, the other factions know it and the last deck is played.  An interesting way of changing play strategy and perspective.

Tim will be posting up his observations.

We’re playing this one again in December.

Waiting In The Background

Tim and I will be playing GMT’s highly regarded Fire In The Lake this weekend.  Bought it at Guardian Games last time I was in Portland.

My reaction during the first rules go-thru was an emphatic OMGIF(!).

This is not your usual card driven game, and it sure as hell isn’t anything like a hex and counter game.  It’s well….different.

The point here is that if I wasn’t playing FTF, I’d probably scan the rules, admire the beautiful components and put it back on the shelf.  Maybe, I wouldn’t have bought it at all.

That’s a good thing about having an opponent, it encourages you to play something different.  Sure, many times Tim and I will play an old favorite. I guess that’s the wargaming version of comfort food.  But, it is nice to try something different, no matter how much it bends your brain.

I’ll be putting together the usual AAR next week, along with Tim’s comments.   Have a lot of studying to do this week!

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.

 

 

 

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.

Patton’s Best Pt 2

On the road again and this is a late post.

Started the campaign game, which didn’t last long.  An 88mm anti-tank gun blew “Ripper” up on the second day of combat.  All unspotted AT guns are treated as 88s until spotted.  This one wasn’t, I didn’t use smoke and get the hell out of there, so (in Tim’s words) “Blammo”!

Definitely hooked on the game.  Fairly comfortable with the rules and sequence of play.  It’s heading back to Central Oregon, and will be set up on return.

Patton’s Best

 

Patton’s Best (PB) lies somewhere near the other end of the solo spectrum from In Magnificent Style. I would characterize it as “accessibly granular”. An excellent review can be found here.

 I received this game as a gift in the late 90s. It has languished since then, even exiled to The Lake. However, the continuing bad weather was enough motivation to get it on the table and start punching counters.

 The rules are organized, but lack a play-thru to help synthesize an understanding of the many steps involved. While an outline of the daily sequence is printed on the mounted map (along with several charts and Battle Board), one has to jump around between three other charts and brief explanations in the rules to gain a rudimentary understanding of game flow. It took several hesitant steps to get semi-comfortable with how to proceed.

 Like its cousin, B-17, PB is best played as a mini or full campaign and not a one-off, although the rules allow for interesting daily missions. The elusive (it’s appended to the back of the After Action Report Pad, and took an internet search to locate) Combat Calendar breaks the Northwest European Campaign down into operational segments with differing tempos of operations, weather and missions.

 PB has a great deal of replay value. The wide variety of German weapons, areas for combat, and types of Shermans (18!!!), make for any number of trials and tribulations for the crew. The After Action Report allows for good narrative and character development. A fine example of this is the “Spring Chicken” saga over at Web Grognards.

 I’ll be digging into this one over the next several days. Might even bring it back to Central Oregon.

In Magnificent Style

Never been much of a video game player. However, a long time ago I developed a serious addiction to Space Invaders. After school I’d head home, fire up the Atari, and hammer away at those lock-stepping aliens. After a month or so, I was slaughtering them at the cyclic rate.

 Now the shoe’s on the other foot….I’ve been playing “In Magnificent Style”, Victory Games’ treatment of Pickett’s Charge. And, the slaughter has been immense.

 This is a well received game, as indicated by the reviews Boardgamegeek.  And, rightly so. But, to play it, one needs to be a glutton for punishment.

Confederate fortunes can change in an instant. A once orderly advance will deteriorate into a tactical shambles if the die rolls go wrong, or there is a series of unfortunate chit pulls. And, those instances will happen. The best considered prudent, or wild and audacious, advance will crumble given the time, distance and firepower challenges facing Longstreet’s Corps.

Still, the game has as strange allure. Part of it is the easy set-up, nice components, quick playing time, uncertainty, and need for only one chart sheet. And, as stated earlier, it is an elegant design.

 I think it would make a great tournament game. Get about six players, and have them play three games each. Have plenty of beer available, and watch the players implode and explode when things start “going south”. It would be theatre.

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…