Category Archives: World War II

Choppy…But Worth It

This popped up on Boardgamegeek’s Daily Kindle Deal list.  Had to grab it given my current 1938 Central Europe/Balkans effort.  The beauty of subscribing to this thread is the ability to pick up titles like this for pennies on the paper version dollar.

The book’s content presents an overview of the modernization of the Yugoslov Air Force prior to WW2; a choppy day-to-day account of the “April War”; and a discussion of the various aircraft employed.

I use “choppy” because of the author’s use of the Serbo-Croation abbreviations for personnel ranks and unit designations.  Hard for my parochial mind to absorb.

The highlights of the book are detailed descriptions and excellent photographs of  individual aircraft.  The Yugoslav air force was polyglot outfit, with a wide mix of (relatively) imported and domestically produced modern types, obsolescent/obsolete aircraft, and one-offs.  I can only imagine the resulting maintenance nightmare.

An interesting aspect of the narrative are the numerous references to sabotage of aircraft and outright disobedience and circumvention of orders by personnel  sympathetic to the Axis.

Definitely  worth the $2.99.

Slow Going

Taking my time with the  1938 Balkans/Central Europe scenario.  I’m using both regional names as they overlap – just ask Google.

Decided to start things off  with a Bulgarian invasion of Romania, with Hungary and Yugoslavia content to wait and watch.

While Bulgaria can commit almost all their assets to the invasion, Romania has to keep several units on their borders with Hungary.  In this battle of “Ants” (where 4-4s and 3-4s are few and far between), a handful of units can make a big difference.

The Bulgarians have already seized both of their territorial objectives, but are bogged down in front of Bucharest.  On the other hand, the Romanians are hard-pressed to defend their capital, much less launch any kind of offensive to retake their occupied cities. Here’s a quick snap.  Bucharest lies below the blue Romanian air units.

Despite the low counter density, it’s just not an infantry and artillery fight.

Both countries do have limited air assets.  The Bulgarians have a mixed bombing unit (one tactical and two strategic bombing factors), while the Romanians have a fighter unit and two bombing (one tactical and one strategic bombing factor) units.  The Romanian fighters returned the first sorties by the Bulgarian bombers and destroyed it in a subsequent attack. The bomber units have supplemented Bucharest’s defense.

Each country has only one engineer unit, but each is active. The Bulgarian engineers constructed an airfield within range of Bucharest, while the Romanians have built a fort to buttress the capital’s defenses.

Armored battalions have also been involved in the combats around Bucharest.

This is a pretty vanilla scenario so far.  I need to spend some time working on the mechanics for triggering Yugoslavian and Hungarian involvement.

Another Hiatus Ends

As usual, lots of plans to game at the Sunfish Capital Of The World, but little accomplished.

Back home digging out from a prolonged absence, but I have had time to get ASLSK back on the small table (as well as my 1938 Europa Scenario on the large table).

Impetus is my receipt of the “Basic Training” publication from MMP.  Mark Pitcavage provides his usual excellent coverage over at Desperation Morale.

I’m working my way through the War Of The Rats scenario replay.  This replay provides an opportunity to review the rules as well as see how experts play the game.  I’ve never played face-to-face, so this type of replay is very welcome despite, as Mark points out, the number of pages devoted to it.  A bit of a slog, but worthwhile.

For extras, “Basic” comes with handy charts, and a counter sheet with German and Minor units, plus a few tanks and guns.

Still having my on-going conflicted thoughts about ASL/ASLSK.  I really like the system, but after ordnance, the increased level of complexity for tanks and the Pacific Theater of Operations (PTO-ASLSK #4) gives me The Willies.

Old Friend – Up Front

Tired, frayed, torn and stained……took out Up Front to get reacquainted before my annual sojourn to The Sunfish Capital Of The World.

I hadn’t opened the battered box for quite a while.  Everything was there, including the rules and cards for the Desert War variant.  I’m starting a serious hunt for Banzai later today.

I bought the core game and variants back in the 80’s and from the look of the components, I must have either  a messy pig, or just played the hell out of them.  I want to think it’s the latter.

The reason for the reunion is  I need some quick set-up and play games during my stay.  Gaming space is limited, and there will be visitors.  The dining room table will be for eating, not for board gaming.

Up Front fills that requirement.  It plays in about an hour, with soldier card deployment, action deck shuffling, and marker setup taking about ten minutes maximum.

One problem…..the rules.  They are more involved than I remembered.  But, the time spent reacquainting myself with them, as well as discovering how much I do not remember, has been enjoyable.  After all of these years it’s still a unique system.

Started a quick play of the first scenario, and rediscovered how you don’t learn the rules by reading them, but by playing.

The game is not particularly solitaire friendly.  Solo systems are out there, but I just keep it simple.  Two reasons…. because my memory is shot, and I never look at a discard draw (last action of a player turn) at the time of draw, but wait until it is that side’s turn again.  I’ll call it “limited intelligence”.

Set-Up!…..Play?

Here’s a pic of the set-up for Empire Reborn.

The blank counters are divisions that may or may not remain loyal to the government.  My thoughts are whatever units do not remain loyal will have another die roll to determine if their opposition is active or passive.

I also need to work through the readiness/mobilization process.  The current set-up has the Yugoslavians and Bulgarians already mobilized as divisions (except for aforementioned “blank” counters), the Romanians as cadres and Hungarians without divisional units, just brigades etc.    My instinct for my first play thru (and path of least resistance) is to allow everyone to mobilize as well as form divisional units.   Just focus on the operational aspects.

I’ll have time to ponder these weighty questions.  Another road trip looms…….

SOPAC – Finished

Yes, wrapped up…….with an unanticipated and very abrupt ending.

As usual, it was as function of (another) rules/scenario comprehension (or lack of) gaffe.

I forgot that in this scenario, neither side is affected by “Interservice Rivalry”.  This status has a significant impact on gameplay as these rivalries preclude activating both Army and Naval units in the same turn/offensive.  In SOPAC, the bulk of the respective naval forces are located in the New Hebrides and Solomons, while army units are in New Guinea/Australia.

Given card draws, the relatively weak strength of US naval forces during the first few turns, and this apparent operational limitation, the Allies had focused on New Guinea, with positive results.

Here are the card draws for Turn 5.  Note that starting with Turn 5, the Allies have the first card play.  The Japanese can override that by playing a Future Offensives Card – which they do have (that might have been a good play…dunno).

The Japanese Navy started the action off by activating their Solomon air assets for another pounding of Henderson Field.  The Allies refused to react with their carriers, so the only opposition was two Marine air units (in EOTS any units in the Battle Hex have to participate in combat, but  do not have to be activated to do so – which is a bonus because more “outside”  units can be activated to participate).

The preceding paragraph only tells part of the story.  The initial Allied response  was to react.  Not a good idea.  The Japanese had roughly 60 attack factors, with the Allies only able to muster 40.  The would have probably been a big BLAMMO, with crippling comparative losses for the Allies.  I love the “Undo” icon.

Meanwhile, the Allies continued their aggressive attacks in New Guinea, destroying the understrength corps that had arrived in New Guinea during the Replacement Phase of Turn 5.  Note the participating Japanese naval unit.  Another rules gaffe.  While I now recognized  interservice rivalries were not in effect, I forgot naval gunfire support applied only to the offensives player, not the reaction (defensive) side (if the offensive player has the only naval unit in the Battle Hex during ground combat, he/she enjoys a +2 combat die roll modifier).

The ensuing combat destroyed the 9-12 Japanese Army unit, ending any effective ground resistance (there still is a weak Japanese Naval Infantry unit just off the photo to the west (left)).

The Japanese response was to launch an all-out attack on the Allied naval units in the New Hebrides.  The Allies had no choice but to  react.

The VASSAL die-bot rolled high for the Allies and low for the Japanese.  The Japanese sailed back to Truk without the  Yamato and with damaged surface units.

Again, the preceding paragraph is just part of the story.  I initially used the Allied Central Pacific Headquarters to activate naval units.  This HQ can add three units to the activation force, but……..and this is important……it can only activate units in the New Hebrides.  This meant the The Wasp, now situated in New Guinea as part of the dispersion of naval assets to prevent catastrophic loss early in the game, could not join the reaction force.  Neither could the Army’s long-range bomber units.

However, Genius Boy had forgotten that the Halsey Card had been put in play earlier in the game.  Halsey’s South Pacific HQ can also add three units to the reaction force, and is not limited to the New Hebrides.  Add the Wasp and Army air, and the Allies strength was increased by 16.  Significant.

I shut the game down for the night, and returned to it the next day.  Mulling the options there seemed to be no way the Japanese could win.  The Allies now controlled three additional ports, and any Japanese counteroffensive would have to wait until they received replacements (a 9-12 reduced corp) for Turn 6.  While theoretically feasible, this attack would face strong ground units and a significantly reinforced US fleet.

Now it’s on to the Burma Scenario.

SOPAC – Turns 3 & 4

Getting into a good rhythm with Empire of the Sun’s SOPAC scenario.  And well I should since this is about my fifth playthrough.

This is situation at the end of the first card play round of Turn 3.  Yes, I whiffed on getting a screen shot before Turn 3 began as well as the Strategy Cards drawn.

The key to tempo is not thinking too much, and just playing.  Especially since VASSAL let’s you “Undo” any number of stupid/misguided offensives.  Here’s an example:

The above is an Allied misadventure during Turn 4.  The Japanese played their Future Offensives card “Battle of Santa Cruz” as an event and set Guadalcanal as the Battle Hex.  They could  activate a total of six units; the four naval bomber units highlighted in red, along with a carrier and accompanying battleship (to absorb damage).  The Allies were able to pass their Reaction die roll (d10 – “7”), and activated two carrier task forces.  The  two air units at Henderson Field are in the Battle Hex and do not have to be activated in order to participate.  Sounds OK….NOOOOOOOO!!!  The Japanese have sixty (60) attack factors, while the Allies had a paltry thirty-four (34).  That is not going to work.  UNDO!  I let the Marine air units take a pounding.  Save the fleet for their Turn 5 reinforcements.

Outside of this abortive effort, the real action during Turns 3 and 4 took place in New Guinea.

During Turn 3, the reinforced Australians successfully attacked Buna, taking the airfield.

During Turn 4, the Australians decisively defeated the reinforced Japanese ground units, eliminating two Armies.  The attack was made at a negative strength differential hoping to attrit  the Japanese forces.  The Australian air unit (noted with the “A”) was used to offset the Japanese air unit in the Battle Hex.  If not activated, the Japanese would have enjoyed air superiority and a +2 modification to their combat die roll.    The Allied die roll of “8” allowed them to inflict 1.5 times their attack strength as Japanese casualties.  For once my tactic of using a card with low Operations value (rather than Event value) did result in a surprise attack, with the Japanese strength reduction taking place before being able to strike back at the Allies.  In this case, there was nothing left to strike with.

I had decided to reinforce the Japanese, so the ground units would not be eliminated piecemeal.  Instead they were eliminated en-masse.  Not good.

What IS good is that Turn 4 is finished and I can move on to Turn 5.  Hopefully I’ll wrap this iteration up by mid-week.  That will free up the computer for “Groza’s” opening moves.

SOPAC – It’s Never Over Until…….

“Finally Finished”‘?  No……

Was reviewing the rules last night while preparing for my new session.  I was feeling pretty good about myself.  And then I discovered two more rules gaffes.

  1.  You can’t play a Future Offensives Card as your last play of the turn.  Both sides did this for the decisive Turn 6 .  Might have made a difference.  I’m not going to do a post mortem to find out.
  2. The elimination of a US division or brigade in an attack negatively affects Political Will.  Again, no post mortem, but I’m pretty sure at least one was wiped out.  I do remember an Australian Corps was destroyed, but their elimination does not affect Political Will.

Sigh……..

SOPAC – Finally Finished

Whew!  That took awhile.

Was pleased the last turns flowed pretty smoothly.  Especially when compared to my initial efforts.  Well, that’s what should happen, right?

I kept some play notes, but as with most efforts at this, what was cogent at the time is  now indecipherable.  So, this post will not include a blow-by-blow account of Turn 6.

However, I can chronicle some of my lessons learned.  But first, a picture.

During Turn 6, I had to take four airfields/ports/resources to meet Progress of War requirements.  I only took three, but this shortfall had no impact on whether the Allies won or lost the scenario.

What did have an impact was my capture of four ports during the course of the game.  They are highlighted by the red arrows.  This fulfilled the conditions for an Allied Victory.

The “X”s represent locations where I botched the rules.

The lower right “X” represents my failure to move the US Naval Headquarters (HQ) to control landings north of Guadalcanal.  I assumed actions there could be initiated by the headquarters in Hawaii.  It’s in range, but the scenario rules limit that HQ’s  influence to the New Hebrides.  Only the play of the “Halsey Card” extended the HQ’s range to cover operations nearer Rabaul.

The “X” in southern New Guinea indicates a significant rules gaffe.  I had been using the SW Pacific Headquarters to activate both U.S. and Australian units.  No!  Only the Australian HQ can activate Australian air/ground/naval units, unless a special event card is played.

The “X” in northern New Guinea marks a real tactical blunder.  I activated an Australian ground unit with an attack strength of “11” to battle an opponent with a defense strength of “12”.  This significantly reduced my chances of destroying the Japanese unit, as it would take a D10 roll of at least “7” (inflicting 1.5 times the Allied attack strength) to eliminate the Japanese unit.  The Allies rolled low and the Japanese  rolled high.  The understrength Australian unit was  eliminated.   Dumb.

I started playing cards for their Operations Value rather than as events during Turn 6.  The reason was unless the event involved a significant special condition, the lower intelligence value of the operation use made a successful defender reaction die roll less likely….in theory.  This is very important since no reaction means the attack is a Surprise Attack, with the defender taking losses before they can fight back.

However, there were a couple of occasions when a reaction roll of two or lower was needed, and damned if it wasn’t rolled!  Is there something creepy going on with VASSAL die rolling iterations?

I now fully appreciate why this game is so well regarded.  Encouraged by my  rules familiarity and increased speed of play, I’m going to give it one more try.

Groza – Even More Momentum

Tim finished his setup.  He pointed out the airfield capacity in urban hexes is three units rather than the six used in the Europa Second Front rules.   A quick shifting of several  German air assets, and my setup is complete.

Now for the fun!  Tim anticipates continuing his (Soviet) pre-Surprise Attack steps (there are ten) this week.  Steps 5-10 include flipping four armored/motorized cadres to full strength and all 3-6 infantry divisions to their 4-6 sides; placing the June II Turn reinforcements; planning special operations; a special movement and exploitation phase; designating NKVD units as “Spetsnaz” units;  and, finally, the  Soviet Jul I player turn.

Here are shots of the North of Warsaw and South of Warsaw front-line deployments before Steps 5-10.