Category Archives: Boardgames

The Damned Die Hard

Tim and I decided our next FTF game will be a scenario from War of Resistance (WOR), one of two games in HMS/GRD’s Glory series.

I have both games, so he took the rules for WOR, and I set up the Luzon scenario from The Damned Die Hard (TDDH).  Interesting scenario, with the US player having to decide where to defend against a relatively strong but disorganized Japanese invasion force that is already ashore, and then a fighting withdrawal further south through terrain that is no easily defended.  To make things tougher, the Japanese have air supremacy.

As the British say, “All battles occur at the junction of two maps”, and this game is not an exception.  The break between the two map sheets is right across the best initial line of defense.  I’m going to get copies made and scotch tape the damn things together.

The unit sizes are small – battalions, reduced battalions, and regiments.  ZOCs are reduced for many units, and the smaller artillery units can only support one Regimental Equivalent (RE).   Special rules for jungle, and jungle rough terrain that provide the Japanese with some real advantages, as well as exploitation movement for light infantry and certain infantry units based on their intrinsic movement factors.  So, while it looks like Europa, it isn’t Europa. Closest Europa comparison I can come up with is Winter War. The similarities that come to mind are small  unit size , ZOC limitations, and special terrain features having a real effect on play.

Here’s the link for the WOR designer notes.  These notes are detailed, and give a good feel for the rules.

Company’s coming over so I had to take the game down.  Here’s a picture of the Dec IV turn after the Japanese pushed through the initial US MLR.

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Seems like a fun game, and I am looking forward to setting it up again late this week.

Europa: Battle Of The Bulge Scenario

Finally getting around to posting up about last weekend’s Europa game.  It was a hard-fought contest, coming down to the last impulse.  The scenario uses a modified Europa turn sequence, with a non-phasing reaction phase placed between the phasing player’s movement and exploitation phase.  It’s air-on-demand, regardless of impulse.  The scenario involved the Dec I  through Jan II turns.

Victory points are awarded to the German player if able to exit units off the North map side (Brussels/Antwerp), or if the Allied player activates either the 9th or 3rd Armies.  For the Allied player, it’s simply a matter of avoiding German VPs.   We did not play the Boddenplatte option – which also involves VPs. Too much for the time available.

Tim’s axis of advance was South to North, using high-odds armored attacks to shatter outlying US units.  As Allied commander, I decided to activate either the 9th and/or 3d Army only as a last resort, way too many VPs involved.  The Allied reinforcement schedule is fairly generous, and it looked as though it was worth the risk to attempt a bend-but-not-break defense.

By mid-game, Tim’s pressure forced me to abandon Aachen in order to shorten up my defensive line, in order to create minimal reserves if needed to plug gaps of support weakened units.  The modified turn sequence saved me.  His January I attack attrited my unsupported southern units, forcing them to fall back.  However, during the reaction phase, I was able to reinforce these faltering units and seal off a penetration that would have given him access to the road grid leading to Brussels and Antwerp, and victory.

Early last week, Tim sent me an e-mail summarizing his impressions of the game.  Here they are…..

  1.   We forgot to halve the bombing factors of aircraft during the snow weather turns….oops…one for your rules screw-up files. We’d even talked about it during the set up.
  2. I wonder if it would be more useful to have the Luftwaffe fly harassment. They did help some on the attacks, but if they’d been halved, they wouldn’t have been all that useful (of course, they’d be halved for harassment, too). Making it harder for the allies to move up reserves would be a very good thing.
  3. I didn’t do a very good job of handling negative modifiers– I should have been a more cognizant of whether a defending stack was capable of AECD and if it wasn’t, used enough infantry to bring the attack below the threshold for ATEC. ATEC is very hard to overcome during bad weather. Of course, using more infantry lowers the German combat power. The other option, which I did use later in the scenario was to throw in more half capable units (I guess the Germans knew what they were doing when they made their panzer divisions into panzergrenadier divisions by detaching the panther battalions).
  4. I know we talked about it, but I was really surprised when you gave up Aachen. I was thinking that the allies would be very reluctant to abandon the first German city they’d captured and a west wall hex to boot. Given that the scenario didn’t penalize that decision, it was a good one.
  5. It was a bummer that my commandos got killed…I was hoping they would negate some of the negative modifiers from terrain and weather.
  6. I think I spent too much energy attacking the weak southern part of your line. I like to think I’m pretty good about focusing about what wins a scenario or a game, but not this time. In better weather, I might have been able to turn your flank, but its hard in the snow (and the axis fuel shortages hurt, too).
  7. I think you’re right that the Germans have to take some low odds attacks in order to try to crack the allied line.

BTW, the game involves a lot of counters in a very small area.  Tim liked that.  We did not use the black and white larger hex insert that accompanying the magazine.  Here’s the usual crummy picture, shot early in the day, so the beer mats are not yet in use.

 

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Fun game, Fun Time…….

War In The Aegean Review

I’m going to use the criteria cited in a previous post and published by “Lloyd”.   Please read his article for insights concerning the criteria.

Decisions:  Not much flexibility for the commanders.  The VP schedule makes it very clear what has to be done, and the game mechanics concerning Rhodes takes the decision to invade out of the hands of the commander.  However, the coordination of air and naval units is very demanding and interesting.

History:  Both commanders are faced with the same operational problems as their historical counterparts.  Both commanders have to “do a lot” with very little.

Luck:  Plenty of that here with the variable number of impulses per turn, random day or night impulses, spotting, Luftwaffe availability, and Rhodes invasion die roll.  The German commander needs lots of it in order to shepard his combat units across the Aegean.  The Royal Navy needs the right die rolls in order to locate the invasion flotillas.

Atmosphere:  It’s a tense game.

Mastery:  Fairly easy to learn, and it took several replays to get the feel of coordinating air and naval forces.  On the other hand, you can do everything “right” and still lose because of the Luck factor.

Tweaks:  It’s a fairly comprehensive set of rules.  I tweaked it to reduce the number of impulses per turn, messed around with the sighting die roll, and Luftwaffe availability.  The solitaire task force rules – which I didn’t use – are very tweakable.

Abstraction:  Really not much.  Everything that was going on was going on, on the map (wow, what a sentence!).

Clarity:  Good.  However, I never figured out if early task force/naval units could all return.

Comprehensive:  Very good.  Lots of charts reduce the need to consult the rules.

Speed:  Fairly slow.  Even with low counter density, the joint operations involved made each impulse take some time.

Scenarios:  Not much flexibility at all.  The campaign game, with or without Rhodes.  That’s it.

Summary:  I enjoyed playing this game.  It took a lot of time due to the variable impulses, which I eventually capped at three per turn, spotting rolls, and need to think through each move.  The game definately grew on me, and I was intrigued by the operational problems faced by both commanders.  It’s very playable solitaire, but I think it would move more quickly with two players because the game dynamics are so fatiguing without a break.

 

War In The Aegean Redux Redux (Turn 5)

Well, kind of Turn 5.  Started up pre-turn sequence.  Rolled for day turn with only one impulse.  British had initiative, and then rolled to see of ACCOLADE (Invasion of Rhodes) would happen.  Rolled a one, so it will happen.

At this point I realized that I had spent way to much time on this game, and that I had to get ready for the arrival of my friend Tim, and an intensive Day+ of Europa.  So, I packed the game up.

I’ll post up what might pass for a review later.   Found this interesting discussion on the web and will use it as the basis for my review.  I’ll also correct that mutant picture I posted up yesterday.

War In The Aegean Redux Redux (Turns 3 & 4)

Turn 3 is for one impulse, only.  It’s a Day Impulse, with Axis initiative.  German transports and landing craft embark from Greece and Crete, steaming towards the islands, stopping just outside of British naval range.  German airdrops on Kos and the port in Kalimnos are successful.  British air units are able to identify some of the German convoys, but the USAAF bombing of the parachutists are ineffective.  The British refused to attack the convoys piecemeal, choosing to saturate specific convoys with landing craft on the next turn.

Starting out Turn 4 (with three impulses), the British, anticipating German initiative for the next impulse, have set up a CAP to protect their ships.  The Germans set up CAPs over their paratrooper units.  The roll is for German initiative, but a night turn!  How lucky can the Germans be?  Able to elude the intercepting British units, the Germans land on Kos.

British Naval Units With Combat Air Patrol In Position.....But The Germans Will Elude Them Due To Night/Initiative DR
British Naval Units With Combat Air Patrol In Position…..But The Germans Will Elude Them Due To Night/Initiative DR

The British naval units pursue, and attempt to spot and engage the Germans steaming towards the harbor at Kalimnos.  This task force is comprised of transports, which can only embark troops in ports.  But, all three contact attempts fail!

British Surface Units Attempt To Locate Axis Invaders...Without Success!
British Surface Units Attempt To Locate Axis Invaders…Without Success!

Germans now land in Kalimnos, and the Kos invaders push back British units defending the airfield at Kefalo.

In response, the British launched an all-out attack on the invaders, devastating the Axis shipping in Kalimnos harbor.  The Germans must gain the initiative next impulse in order to use their surviving landing craft to ferry troops from Kalimnos to Kos.

After Landings, The Germans Are Attacked By British Naval And Air Units

After Landings, The Germans Are Attacked By British Naval And Air Units

No such luck!  Although the final impulse is a night turn,  the British gain the initiative.  While a night bombing raid over Kefalo is unsuccessful, British naval units sink most, but not all, of the remaining landing craft and transports.  The Drache puts up a valiant fight, inflicting one hit on HMS Carlisle.  After their attacks, the British surface units use their remaining movement to take up NGF stations.

The two surviving German landing craft ferry troops from Kalimnos to Kos.  Torpedo boats finish off HMS Carlisle, but attacks elsewhere are unsuccessful.

War In The Aegean Redux Redux

Turns 3 and 4 were wild ones.  All kinds of maritime carnage.  Germans suffered some catastrophic landing craft losses due to very effective British Beaufort attacks – I think the CRT really favors both dive bombing and torpedo attacks.

However, I forgot some reinforcements which might have made a difference.  All that said, and with the number of operational errors on both sides, I’ve reset for the beginning of Turn 3.

Will start up later today.

 

 

War In The Aegean Redux (Turns 1 & 2)

Started another game over the weekend.  I’m not all that enthused, but still want to play the game.

Shuffled my way through two turns, and now the action should start as the German’s meagre naval resources, loaded with troops, are steaming towards Leros and Kos.

As before, the British used the first two turns to capture Kos and Leros.  The Italian unit on Kos resisted, elminating the island’s invader.

The Luftwaffe focused on attacking British naval units supporting the invasions.  Several ships took hits, but their AAA fire was extremely accurate – eerily similar to the AAA performance in the recently completed Mission: Grenada game.

These naval units pulled back to Egypt, but cannot re-enter the fray until Turn 4.  So, the British will have to rely on the RAF to blunt the German attacks.

I should get another turn or so in this evening.

Post Card Games: Marschall Vorwarts!

I’m putting away the house for Winter. After three days of 90 degree heat with high humidity, it’s rainy and 65. So, why not play a fun game that doesn’t take up too many brain cells between mundane household tasks?

I’ve always liked ATO’s post card games. Paul Rohrbaugh has creatively adapted a basic card draw/dice system to a number of historical scenarios. A list of the games he’s been involved with can be found here. In most cases, his system is ideal for solitaire play.

These games have been offered as inserts to Against The Odds magazine games, or have just somehow appeared in my gaming collection. I have copies made on card, so I keep the original post card intact, hacking my way through the copied components using spasmodic scissors.

Today’s game was Marschall Vorwarts!, one of four games depicting the Battle of Leipzig.

The French player has a classic delay/defend mission. The Allied (Prussian/Russian) commander must press home attacks to seize a key French depot, while ignoring losses and counting on (literally) the luck of the draw.  So Blucher!

It’s a fun little game, and while you can gripe about combat resolutions that favor low odds attacks, it has an ebb and flow that is certainly entertaining.

Mission: Grenada (Pt 4)

Final Thoughts on Mission Grenada.

Intriguing Operational Scenario. The US play has to be perfect to win.

Action Points are an effective way of creating operational constraints, especially given the movement penalties for terrain and contour lines.

An accessible simulation of joint operations and the use of combined arms.

Low counter density helps make it a quick game.

“End Game” tough for US. Cannot get sloppy and lose a unit. However, this end game is anti-climatic after the assault and rescue operations. It could be a scenario in itself.

Really, really, really needs a new map. Would be a fun project.

Simple air rules may seem wrong at first, especially the lack of defensive air support, but they work within the overall design of the game, and that’s the important thing.

I’m glad I bought this game. At $5 plus shipping, it’s a lot of game and fun for the money.

Mission: Grenada (Pt 3)

Friend gone, weather bad, so why not another try? Set up same as before, except this time the C/G mechanized unit is adjacent to the airfield.

After Action Report

Turn 1 (Night)

SEALs land and spirit away the Governor-General. I can’t see how the C/G forces can prevent this given initial set-up restrictions.

Rangers conduct a night drop to avoid C/G units moving onto or adjacent to the airfield and really making things difficult during daylight. The Ranger drop is good, only the mortar platoon scatters. It lands on top of another unit and is disorganized. The drop is opposed by AAA fire (which increases drop DRM to -2). Because of this, the AAA units are revealed and attacked by air, but with no success.

C/G forces counterattack the Ranger company stacked with the disorganized mortar unit. The assaulting mechanized and motorized units can attack at full strength, with the infantry launching a hasty assault at half strength. The C/G mortar unit supports this 2:1 attack. The US player is lucky, with a D1 result rather than R, which would have left the C/G player in control of the field.

Turn 2 (Daylight)

The SEAL unit lands to rescue the students at Prickly Bay. No luck, it’s a dummy counter.

The Rangers counterattack one of the C/G units. C/G AAA is extremely effective. Odds are reduced to 6:1 with two shifts left for vegetation. The result is a D2. The C/G unit is disorganized and must retreat one hex. The Ranger company reorganizes, the mortar platoon does not.

C/G units retreat from the Ranger ZOCs and will now have to be spotted. Militia units move to occupy the two northern hexes containing students (or dummy students).

Turn 3 (Daylight)

The Rangers attack the disorganized C/G unit. AAA fire attrits supporting air (More 6s!!). However, the AAA units are now revealed and a follow up strike destroys one AAA unit. The Ranger attack works out as a 4-1, with one shift left. The die roll is a 5, for a D result, which eliminates the C/G unit. Meanwhile, the SEALs have located an unguarded student group at Anse Bay. They are airlifted to Salines Airfield. The Ranger mortar unit now reorganizes.

C/G units launch a furious counterattack with all available units. The target is one Ranger unit. The odds are 2:1 with two shifts left for vegetation. The die roll of 2 has no effect on the Rangers. The surviving AAA unit retreats northwest.

Turn 4 (Daylight)

The students are airlifted from Salines. The tireless SEALS land at St. Georges, moving to the north of the two C/G units babysitting the students. The Rangers move to attack C/G units north of the airfield. Since the Rangers are moving to contact, the C/G units are considered to be spotted. AAA fire attrits three out of the eight attacking aircraft units. The 3:2 odds are shifted two left due to vegetation. The attack results in a Contact, which halves the C/G units’ action points. Elements of the 82nd Airborne land at Salines Airfield and move towards the C/G units.

The C/G mechanized, motorized, AAA and mortar units withdraw up the coastal road to link up with units co-located with the students. One 2-4-4 unit is left to delay the US forces. However, the ever-dangerous AAA unit can now support the units guarding the students.

Turn 5 (Daylight)

The SEALs locate the last student group and attack. This is a hasty attack, but with overwhelming air support.  For once, AAA fire is ineffective. The C/G unit is eliminated, without the students being harmed. The students are evacuated to Salines Airfield. The C/G player should have moved into the jungle to take advantage of the terrain. The Rangers, reinforced by the 82nd Airborne, ZOC up the delaying unit north of the airfield, and attack at 4:1, with two shifts to the left due to vegetation. The result is a Contact.

The C/G commander leaves the delaying unit to its fate, and moves his mechanized, motorized, AAA and mortar units to Fort Audodat. The two surviving militia units move north towards St. Georges. With the airfield taken, Governor General and students evacuated, all that is left to the C/G commander is to buy time and lure US forces into an ill-advised attack. The loss of one US unit will make this a close game.

What might pass for analysis will follow…..