Category Archives: Boardgames

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?

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!

 

 

 

Change In Plans

Finally made it to Portland for a wargaming weekend. The first two attempts were stymied by weather and family.

The plan was for a third playing of the “Fate of Nanking” scenario from War of Resistance (WOR). Set the scenario up, then just stared at it. Started talking, having a couple of beers, and three movies later it was time for a good night’s sleep.

Enthusiasm was limited Saturday morning, so we bit the bullet and took it down. Instead of WOR, we had fun playing Paths of Glory, which we hadn’t played for awhile. We didn’t get that far into it, but it was a lot more fun then doing the supply book keeping for KMT units fighting in the suburbs of Shanghai.

The plan is for Tim to come over to Central Oregon in March. We’ll get Wavell’s War out and play the East African campaign game. That will be something!

Drive On Washington – Finale – GBACW

Long overdue wrap up on the game.

Since the fighting at the Railroad Bridge and northern fords had devolved into ineffective firefights, I played the Truex-Gordon fight for the last three turns.

Gordon was able to flank Truex and force a retreat to cover the Washington Road Turnpike.  The Confederates enveloped individual Federal units and, while taking fire casualties to units in one hex, were able to bring overwhelming odds to bear for close-combats.

Truex’s regiments took a terrible beating.  If I had kept track of Brigade Effectiveness, I’m sure they would have been rendered incapable of offering any resistance.  As it was, without the book keeping, they were rendered incapable of offering any resistance.  Note the similar outcome.  Note I did not have to act like a bloody accountant (Sorry Tim).

On the other hand, the Federals had prevented any Rebel units from exiting the map.

I’d call it a draw.  Good game.

Start Turn 13. Gordon enveloping Truex. Railroad Bridge fight a stalemate.
Start Turn 13. Gordon enveloping Truex. Railroad Bridge fight a stalemate.
Turn 13. Confederates close, flank and melee with hard-pressed Union regiments.
Turn 13. Confederates close, flank and melee with hard-pressed Union regiments.
Turn 13. Truex disengages and falls back to Turnpike Road
Turn 13. Truex disengages and falls back to Turnpike Road
Turn 14. Gordon pursues. Sets up for fire combat to be followed by close combat.
Turn 14. Gordon pursues. Sets up for fire combat to be followed by close combat.
Turn 14. Truex's forces attritted.
Turn 14. Truex’s forces attritted.
Turn 15. Positions at Game's End.
Turn 15. Positions at Game’s End.

Even More Drive on Washington – GBACW

Completed Turns 9 and 10 for Drive on Washington.

The Confederates have finally crossed the “Discovered” ford in strength. One of Gordon’s Regiments attempts to pin Truex’s Union division, while the remainder attempt to flank Truex to the south, opening the way to Washington DC. Maruading Rebel cavalry charges a limbered Union artillery battery but, implausibly, fails and is locked in melee. The belagured artillerymen are saved by a timely charge by one of Truex’s brigades and the Southern cavalry retreats. Truex’s division begins a fighting withdrawl to the southeast in an attempt to thwart Gordon’s envelopment.

At the Railroad Bridge, Ramseur’s division begins a prolonged firefight with Rickett’s Union division. Further north, Rodes attack against Tyler’s Federals fails and Clendon’s outnumbered Union cavalry shatters Grimes’ brigade’s charge across the southernmost ford.

The Southern attacks aimed at the two northern fords and the Railroad Bridge have stalled, and their is little prospect for success.

While Gordon’s division has pushed Truex’s division back towards Washington, they running out of time.

In Drive on Washington, victory points are assigned not only for units destroyed or captured, but also for the number of Confederate units that can exit the map on the two roads leading to Washington DC. The number of factors that exit the map are multiplied by a factor based on how early in the game this occurs. The best chance for a decisive Confederate victory is to exit the map prior to the beginning of Turn 12, so the next two turns are critical.

Turn 9: Gordon Pins Truex and Begins Flanking March
Turn 9: Gordon Pins Truex and Begins Flanking March
Turn 9: Rodes' Attacks At The Northern Fords Stall
Turn 9: Rodes’ Attacks At The Northern Fords Stall
Turn 10: Truex Begins A Fighting Withdrawl Towards The Washington Pike. Firefight at The Railroad Bridge Continues
Turn 10: Truex Begins A Fighting Withdrawl Towards The Washington Pike. Firefight at The Railroad Bridge Continues
Turn 10: Rodes Cannot Make Against Tyler or Clendon
Turn 10: Rodes Cannot Make Headway Against Tyler or Clendon

 

More Drive On Washington – GBACW

Quick post.  Was hoping to get two turns in but sidetracked by Negronis and Twilight Zone Marathon.

Cranked out Turn 7.  Confederates started moving across the discovered ford, but were stopped cold in their assault attempts across the lower Monocacy.  Even little two strength units can (especially during the defensive fire phase), with a not too improbable roll, slap a Pin result on a powerful stack, freezing them up for a turn.  Makes forcing a bridge a tough – resisted the temptation to use dicey – proposition.  Especially difficult when you lack artillery assets.

Here’s the situation at the end of the turn.

Confederates Crossing The Ford, With Federals Formed In Defense - Attack Across The Railroad Bridge Stalls
Confederates Crossing The Ford, With Federals Formed In Defense – Attack Across The Railroad Bridge Stalls
Northern Confederate Attacks Stopped By Outnumbered Union Troops
Northern Confederate Attacks Stopped By Outnumbered Union Troops

 

Drive on Washington – GBACW

Christmas is over and company’s gone.  First opportunity to get back to Drive on Washington for about a week.

This is a simulation of the Battle of Monocacy, where, depending on who you read, a Confederate attack on Washington DC was stopped by General Lew Wallace of (later) Ben Hur fame.

This SPI game is supposedly hard to find judging by the price out on EBay.  I picked up a copy on the cheap a couple of years ago, and like most things, it was a little too good of a price to be true.  The box was badly battered, and the rules looked like they had been last used to house train a dog.  Still, the map was in great shape and all the counters appeared to be present.  Wrong again.  Missing three counters; one Confederate leader and two Union units.  Still, I can play the game.

Union forces are deployed at fords or bridges along the Monocacy River in an attempt to guard approaches to Washington DC.  Four separate Confederate divisions are placed in general areas, poised to attack, but must first by activated by their overall commander, General Jubal Early.  Early’s arrival is rolled for each turn, with a roll equal to or less than the game turn placing him on the map.  Division activation occurs when Early passes within ten hexes of a division commander.  The division may move the turn after it is activated.  The Confederates may also search for a ford on the Union left.  The discovery of the ford is handled  by a random chit pull.  The Union may destroy the “Wooden Bridge” denying the Confederates one crossing point by rolling a one or two, but cannot destroy the Railroad Bridge.  The bridge to the right of the Union line is weakly defended, but some distance from the Washington turnpike.

It took four turns to find the ford, six turns for the entire Confederate force to be activated and moving, and three turns to  burn the Wooden Bridge.

The stage is set for a series of sharp and vicious fights to force the bridges and known ford, or to quickly locate the ford on the Union right, and envelop the forces deployed along the Monocacy River.

As with my other games playing the Great Battles of the American Civil War (GBACW) system, fire combat is not always  bloody, but in most cases will stop an attack through either a rout or pin result.  By 1864, Union cavalry units had carbines.  Their 5x adjacent hex firepower stopped Rebel cavalry from seizing key terrain on the Union left, allowing Truex more time to react to Gordon’s division moving across the now discovered ford.

By Turn Six, the game was really moving.  Here’s a few photos showing the situation before and after the turn.

Confederate Forces Approach The Ford Near the Union Center
Confederate Forces Approach The Ford Near the Union Center
Union Center. Wooden Bridge burned, with Truex moving to stop Gordon's Confederates. McClean dug in to defend the Railroad Bridge
Union Center. Wooden Bridge burned, with Truex moving to stop Gordon’s Confederates. McClean dug in to defend the Railroad Bridge
Confederate Attacks Stall. Bridge on Union Right at Right of Photo
Confederate Attacks Stall. Bridge on Union Right at Right of Photo
Confederate cavalry repulsed. Gordon poised to cross the now discovered ford as Truex begins to deploy.
Confederate cavalry repulsed. Gordon poised to cross the now discovered ford as Truex begins to deploy.

I’ll pick up the narrative after Turn 7.