Category Archives: World War II

Irony Not Intended

Sequestered upstairs as RGC is busy getting ready for the Holiday Open House.  Arizona State vs. Iowa State turned into a blow-out.  Why not start up another session of SOPAC?

Allies took the first turn by playing the Operation Watchtower card lying in the Future Offensive pile.  It’s a powerful card, enabling the Allies to activate up to seven (7) units.  Because Interservice Rivalries (ISR) are in play (for both sides), only Navy/USMC/Commonwealth units could be activated.  The Allies activated the North Carolina, Northampton, Wasp and Kent, as well as the 1st Marine Air Wing and 1st Marine Division.  Guadalcanal was designated as a Battle Hex.

The Japanese played the Japanese Counterattack Card At Savo Island Card.  Another powerful card allowing them to activate their four naval units at Rabaul.

The ensuing Naval/Air Battle involved 36 Allied points and 42 Japanese Points (each Japanese naval unit also received a +2 combat bonus).

The Japanese rolled an eight (8) and Allies rolled a nine (9).  Both sides were able to apply all of their combat power.  Lower rolls reduce the percentage of total combat power  applied to the battle.  A die roll of nine (9) also includes a critical hit, allowing the Allies to designate one enemy unit to be eliminated before other units are reduced.

So, Japan won the Naval/Air Battle (42-36).

Genius Boy did not remember that if you lose the Naval/Air  Battle any amphibious landing is called off.  A bad defeat for United States…..on Pearl Harbor Day!

Last week, I read each of these opening move articles over at the GMT Web Site (Part 1 and Part 2).  Nothing sank in (pun was not intended).  Here’s a photo of the debacle.

One More Time?

Made it through Turn 5 of the Six Turn South Pacific (SOPAC) scenario.

The rule concerning Progress of War had been a nagging bother.  It was referred to, but the scenario rule book did not provide any information.  Couldn’t take it anymore so actually broke out the big rule book.  Whoops…….

Beginning with Turn 4, the Allies have to secure at least three (3) or four (4) Japanese held islands (with airfield/port), resource points and/or towns or suffer a reduction in National Will.  The target number is determined by the lower of the number of Allied Amphibious Shipping Points or the Number Four.   Any reduction in National Will is the difference between the target number and the gains made.

National Will starts at four (4).  If I had been keeping track, my cautious Allied approach would have resulted in a National Will of Zero, which means Negotiations and an Allied loss.

Ignorance can be National Bliss.  Here’s a photo of the game at the end of Turn 5.

Sure.  Time to start another game!

ASLSK – Armor Rules

Finally summoned up the courage to play a scenario with armor.  Getting into ASLSK Starter Kit #3 was one of my goals for my Fall/Winter gaming.

As always, Jay Richardson’s tutorials are a tremendous resource.

“Monty’s Gamble” (ASL Scenario S23) is a good place to start.  It’s a one-half mapper with British paratroopers, supported by two (2) 57mm anti-tank guns, trying to stop three (3) German assault guns and troops from advancing through Oosterbeek towards the end of the fighting around Arnhem.  It’s manageable in terms of size and with a length of only four and one-half turns.  The German objective is to exit a mix of vehicles  and squads off the boardm moving from East to West.

The action became intense during Turn 2.  An assault gun eliminated the crew of one of the British guns and was, in turn, ambushed by a para squad in an adjacent building.  It was an excellent opportunity to muddle my way through the Close Combat sequence involving vehicles.

I think I got it right.  The British rolled badly and, as a result, were eliminated by the assault gun.  If not exactly correct, I was close and achieved what I believe was the intent of the sequence.  Good enough for me on a first try.

Here’s shot of the game at the start (German) of Turn 3.  North is to the top of the frame.  In the South, the lead assault gun is standing-off at maximum PIAT range in attempt to destroy the squad blocking their advance.  So far, two shots have failed to effect the British (squad and PIAT now under the -2 Acquired counter).

The second assault gun – with infantry – may attempt to flank the British position, or advance West in an attempt to get off the board.  That will involve dealing with the second British anti-tank gun positioned in the woods half-hex on the extreme West edge of the battlefield.

SOPAC – The Reason Why

One reason to play wargames is to gain historical insight.  I had one the other day.

Started Turn 4 of my SOPAC scenario.  Unlike Turn 3, several powerful units of the Japanese Combined Fleet are available for deployment from Truk.

I had held on to  Japan’s  Naval Battle For Guadalcanal card for a Future Offensive.  One of the historical criticisms of Japanese strategy was its husbanding of the Combined Fleet for a climatic fleet encounter, somewhere east (the general location changed as their defensive perimeter was pushed outward in 1942) of the Home Islands.

So, what the hell, let’s play it…NOW!

This is a powerful card.  The Japanese can activate seven (7) units.  A task force with two (2) battleships and two (2) carriers sailed south, augmented by surface and air units from Rabaul.  The battle hex was Guadalcanal.

Allied forces successfully rolled to intercept the Japanese fleet, dispatching two (2) battleships, three (3) carriers, a cruiser and air units.  A critical element in the fleet composition was that all three (3) carriers were at reduced offensive and defensive strengths.

The Allies should have stayed  home and let the Japanese pound the Marines and Henderson Field.

The Japanese had 69 strength points compared to 62 for the Allies.  I’d call that a straight-up fight.  But, in EOTS, you roll for Combat Effectiveness – or what percentage of the strength points deployed actually count for the combat.

The Japanese rolled high, so all of their strength points could be used.  The Allies rolled low, so only a quarter of their strength points counted.  On top of this, the Japanese rolled very high – a nine (9).  This result creates a “Critical Hit”.  In EOTS, all units in a combat have to be reduced before a unit can be eliminated.  A Critical Hit allows for units to be eliminated without others  reduced first.

The Allied fleet was, for all intents and purposes, destroyed.  All carriers  were lost.  A  catastrophic defeat.

So, one can see why, at this point (unlike the situation at Midway) both sides were reluctant to engage in a decisive fleet action.  The fear of catastrophic loss outweighed the possibility of decisive success.

Here’s a screenshot.

Groza’s Gaining Momentum

Tim finished up the heavy lifting.  He dug into the OBs and put together the ground combat counters for Operation Groza – the Soviet’s hypothetical pre-emptive 1941 offensive against Germany. My job was to create the air units.

With this work complete, I set up the initial Axis dispositions.  Since the scenario is set in June/July 1941, the deployments are for an offensive, not one anticipating an attack.

Tim had to return my work due to my inability to follow the map’s boundary adjustments reflecting the two Vienna Awards, which changed Hungary’s and Romania’s borders.  It took a few attempts, but I think (haven’t heard anything recently…..he might have given up in disgust) it is now OK.  I can’t vouch for it militarily, since it is the classic case of too much frontage and too few units (are there ever enough?).

We plan to use the new Barbarossa Unleashed (BU) rules drafted up by John Astell and posted out on the Europa forum.  There may be instances where we have to go back to the old Scorched Earth rule set.  This will probably involve air unit replacement and production guidelines.  We’re also ready to try BU’s new optional Combat Results Table (CRT) and variable overrun rules.

Here’s screenshot of my northern dispositions.  How I yearn for low counter density!

SOPAC So Far – Reboot

Made it through the first turn of the SOPAC scenario (which is Turn 3 of the campaign game).

I’m pretty good with the Offensives Phase of the Sequence of Play.  Did have a major revelation, though.  Apparently any movement of a unit is considered an Offensive, and the destination is declared a Battle Hex.  So, my movement of two air units to a different base in Australia (see map screenshot below) results in that destination being declared a Battle Hex, with the possibility of the opponent making a Reaction Move if opposing units are within range.

Will have to do some research over at Boardgamegeek to confirm/deny this interpretation.

In any event, the Allies have landed at Guadalcanal, reinforced the initial landing, as well as moving units to New Guinea in preparation for an offensive out of Port Moresby.  The Japanese attempt to defeat the initial Guadalcanal landings with air and naval forces out of Rabaul was turned back with losses on both sides.

Any Japanese efforts during this initial turn are limited as the bulk of the Combined Fleet is in home waters, and not available until the following turn.  The Allies will also receive significant naval reinforcements during Turn 4.  Should be interesting.

Here’s a Vassal screen shot for the end of Turn 3.  The Area of Operations (AO) is outlined in the bottom right corner.

SOPAC – So Far

As threatened, I’ve plunged into  VASSAL to play Empire Of The Sun’s (EOTS) “South Pacific” scenario.

Turned out to be double learning curve.  First curve is working with VASSAL.  Have  made a couple of half-hearted attempts in the past, without any sustained or focused play.  As to the scenario, I was surprised how quickly I’d forgotten the rules since my last play with Tim back in July.

In retrospect, I should have read that post.  Repeated a couple mistakes I had noted.

This is a great learning scenario that allows you to focus on card draw mechanics, activation, movement and both air/naval, as well as ground battle phases in just one area of the map.  While the scenario allows for play (and the significant rules overhead involved) in the  China/Burma theaters, those regions are not critical for achieving victory.

VASSAL’s Log function is handy for “What the Hell have I done” references as it  records everything you do.  It also documents but  your “back button” adventures when the player decides to “un-do” a previous decision.  Vacillation can be amusing.

You can quickly change sides, which makes solitaire play a breeze.

I also like the screen shot option, which I intend to use for this blog as soon as I reset my first game.

More later…Game One of the World Series is starting……

Smoke

Been back for a couple of weeks and have enjoyed the last days of Summer.

Still playing ASLSK, getting in a least one turn each evening.  That seems to be plenty, especially since it’s the last activity of the day before shutting everything down.  I’m sure things will change when I return from my early Fall explorations of Western Wyoming.  Then it’s shut the place down, and dig in until April/May.

My great weakness (and I have several weaknesses when it comes to playing this system) is my seeming inability to use smoke.

Especially important when playing Starter Set #2.  This set introduces ordnance, which includes a variety of mortars.  While the system limits ordnance to Line of Sight (LOS) – as opposed to full ASL – even the puniest of mortars are invaluable for covering movement and mitigating the effects of defensive fire attacks.

I know, obvious.

ASLSK – Rules Maintenance

Set up another scenario.  Need to keep hammering the rules into my brain.

This one is S16, Legio Nostra Patria.  It’s a one-mapper, with Free French Legionnaires assaulting a German held town.

Here’s my initial set-up.  Top of the photo is East.

And here’s my plan.

The French need to occupy three of the multi- hex building highlighted in yellow.  They already occupy the building at bottom center  of the photo.

The red-circled German units will be suppressed, and with that accomplished, the squads will move towards the occupied multi-hex building and, from there move Northeast.

As I worked with my cheap photo markup app, I realized this is not a good initial deployment or  plan.  However, I’ll give it a try.  My own little “Defense of Duffer’s Drift”.

This Should Be Fun

Finally developing momentum getting Operation Groza, a Europa variant published way-too-long-ago in The Europa Magazine 23, to the virtual table.

Tim’s doing the heavy lifting, providing the JET module, Scorched Earth rules, and scans of the appropriate magazine pages with orders of battles, deployments, and special rules.

JET was/is an interesting creature.  Developed by Europa enthusiasts in Finland, it has fallen by the wayside (as has Europa) over the past couple of decades (gulp!  that long!).  Graphics are very crude by Vassal standards, but it is a good, intuitive, platform.  Tim and I used it in our Fall Of France game.

I’m heading out to The Sunfish Capital Of The World next week, so this will be an excellent off-site wargaming endeavor.