Category Archives: World War II

Leningrad – End

Rainy cool weather, so I decided to finish this one off.

The Germans were able to push their way into the western suburbs of the city during Turn 9.  However, they had to withdraw from Norvogrod.

Situation End Of Turn 9

During Turn 10, the Germans attempted to clear out Soviet units just south of Leningrad in order to open up the remaining fortified suburb south of the Neva River for an attack from three different hexes.  This attack was only partially successful, with one Soviet armored unit (9-3-7) still blocking the southern approaches.

Situation End Of Turn 10

Desperate, German armor attempted a low odds overrun (also a 2-column shift), and was able to force the 9-3-7 to retreat.  The following attack on the Southeast suburb only reduced, but did not destroy Soviet units.

Situation End Of Turn 11

In the 12th and final turn, the Germans mounted a forlorn hope attack across the Neva in an attempt to take one of the two victory hexes.  The attack was unsuccessful.  There was no change from the situation at the end of Turn 11.

Neither side had any victory points.  The Soviets did not reduce or destroy any German armored/mechanized  formations, and the Germans did not take the two northern suburbs of Leningrad.  The result was a Soviet tactical victory.

Some thoughts about the game in a followup post.

Leningrad – Enemy At The Gates

 

Uhhhh…wrong epic siege…..

The German advance continued during Turns 7 & 8, with successful attacks eliminating Soviet forces along the Luga River.

However, beginning Turn 7 Soviet reinforcements began applying  pressure from the south.  A German infantry corps was diverted to Novgorad.  The Soviets used Turn 8 to bring up even more units for an attacks that reduced the Germans to an under strength division.

Looks like it will be a slugging match to take the city, and the Germans will have to divert forces to contain the Soviet pressure.

Germans Advance Turn 7.  Attack On Luga Line Begins.  South Flank Exposed.

 

Turn 8 Germans Clear Luga River Line, But Soviets Reinforcements Mass And Attack In The South

 

Situation End Turn 8

 

Even More Leningrad

Hacking away and having fun with this little game.

Germans now approaching the city from the Northeast, but with some pressure in the South.  Soviets feverishly building fortresses and feeding reinforcements in to delay the assault.  Question is, are there enough and can they be massed for a concerted defense?

Situation End Turn 4
Situation End Turn 5
German Phase Turn 6
Skewed View of Situation End Turn 6

Leningrad – Turns 2 & 3

Been lazy about posting up and following up on play.

Germans continued their advance during Turns 2 and 3, but Soviet opposition in and about Leningrad is beginning to take shape.  Big question for Germans is to whether to continue their advance on a northeast axis, or divert resources to cut roads in the Peipus marshes.

A bad role during Turn 3’s combat phase left a stubborn Soviet unit deep in the German rear.  This is similar to what happened during the actual campaign.

Here’s a photo recap.

German Situation Start Of Turn 3
Situation End Of German Phase Turn 3
Situation End Of Turn 3 With Soviet Reinforcements

Leningrad – Opening

Belated post from last week’s opening action.

After enveloping infantry units near the border, German units encountered unanticipated strong (note 10 strength unit) Soviet armor in the south.  This is the beauty of the random/unknown unit picks at set-up.

Two over-extended German infantry units were eliminated by a Soviet counterattack.  The other rules-mandated counterattacks in the north were defeated.

Don’t know if the Germans can create another Kesselschlacht in Turn 2 to eliminate the armored threat.

Here’s a impaired-photo summary of Turn 1.

German Opening Move
Soviet Mandated Counterattack
Soviet Armored Counterattack Eliminates Overextended German Infantry

Next Up – Leningrad

Decided to go with another small and quick game.  Can remember several enjoyable solo sessions many years ago.

The full title of the game is Leningrad:  The Advance of Army Group North Summer 1941.  An excellent review of the newest edition can be found here.  I’m playing the original 1979 game.

As the author points out, it’s a beginner’s version of the very successful Panzergroup Guderian series of games.  These were a mainstay of late 70’s and early 80’s board gaming.

Will set it up tonight and get on it tomorrow.

1942 – Game Over

Powered through the game last night.  Once you get going, it is as advertised…..a game that takes about 2 hours.  And, it’s  a lot of fun.

Should have done a better job of documenting turn-by-turn highlights, but I did take pictures.  Here’s the narrative highlights.

Beginning with Turn 3, the Japanese continued to pressure both American and Commonwealth forces, undertaking flanking attacks where they could get 3-1 or 4:1 odds, typically augmented by at least a +1 D6 roll modification due to air support.  The Japanese were fortunate in that their attacks resulted in surrender results, which maximize victory points.

First Commonwealth, and then  American forces withdrew to their fortresses of Singapore and Corregidor, respectively.   There are no stacking limits in fortresses, so the Japanese were again forced to make low odds attacks.

The Turn 6 attack on Corregidor was at 3:1, with a +1 D6 roll.  The Americans surrendered.  The Japanese used Turn 7 to transfer air units.  On the last turn of the game (Turn 8), the Japanese attacked Singapore, using all of their air power, including aircraft carriers.  This support was countered by the lone Commonwealth unit, but augmented by Dutch air.  That one air unit made all the difference.  The 2:1 attack had a D6 roll of “2”, which modified by the +2 for air, with a result of “no effect”.  If it had been a +3 for air, Singapore would have fallen.

The result was a marginal Japanese victory, as there were too many surviving Allied units (which reduce Japanese VIPs).

While not a simulation by any stretch of the imagination, this game forces the Japanese commander to shift resources and make attacks at lower odds than one would want; just like the real campaign.  Likewise, the Allied commander has to eventually withdraw to fortresses, and hope for a positive outcome.

It’s tense, quick and fun.

American Right Flank Is Disrupted. Japanese Close In On Dutch Garrison In Pemangkat. Dutch Air Umbrella Now Extends Over Singapore.
Commonwealth Withdraws Into Singapore. Americans Preparing To Withdraw From Luzon To Corregidor
Both Commonwealth And American Troops Retire To Their Fortresses. Dutch In Pemangkat Are Surrounded.
Japanese Attack And Capture Corregidor. American Units Surrender
Japanese Repulsed By Dutch
Final Assault On Singapore

 

 

1942 – Japanese Surge

Back at the Pine Cone Lodge.

During the Allied (first) Phase of  Turn 2, the Japanese suffered a slight reversal when the Americans destroyed the disrupted unit in Northern Luzon, and their main attack in the Malayan Peninsula was pushed back by Commonwealth forces.

Despite this, the Japan build-up in both areas continued unabated, at the cost of the additional naval movement points to sustain the landing areas.

Situation At End Of Allied Phase Turn 2. Disrupted Japanese Unit In Northern Luzon Has Been Eliminated.

While the Americans were able to stall strong Japanese attacks supported by Formosa based air units, the Commonwealth suffered a severe defeat in Northern Malaya.  A bold (2:1 with +1 modifier due to naval air) attack resulted in four (!) Commonwealth units surrendering.

During Turn 3, the British commander,  faced with the possibility of overwhelming flanking attacks, ordered a general retreat into the Fortress of Singapore.  The Dutch responded by shifting their lone air unit to support Singapore.  Japanese units then moved to surround the fortress.  The Americans chose to consolidate their Northern Luzon defensive line and await the inevitable Japanese buildup and assault.

Situation At End Of Japanese Turn 2

A good game!!!

 

Swordfish at Taranto

Back in Sunfish Capital of The World. The 1942 game is on hold for the next week or so.

Set up and played Swordfish at Taranto. This is another of Gary Grabner’s solitaire designs published by Minden Games.

The game mechanics are straightforward and, as with most/all solitaire games, involves significant wristage. The player commands the 21 Swordfish torpedo bombers that took part in the mission. Playing time is 30-45 minutes, with much of it allocated to the preliminary Mission Planning and Harbor Readiness steps.

In the Planning step, the player uses a pre-printed log to assign which of the two attack waves each plane is in, its payload (bomb/flare or torpedo), its approach towards the ships anchored at Taranto, and target (anchorage, shore facilities) to be attacked. This log has each pilot and plane’s identification number already filled in.

Next, the player rolls to determine the harbor’s alert, anti-torpedo net and barrage balloon status. These can create DRMs during the Approach step.

Each of the two attack waves follows a series of steps, with each aircraft rolling a six sided die for outcomes.

The Take Off and Outward Flight step determines if any of the aircraft suffers mechanical or navigation issues, which may abort their mission or cause problems later.

Flares are deployed in the next step. The failure to deploy flares effects attack results.

The next phase is the Approach step, followed by Target Acquisition and, finally, Attack step. A series of tables determines any damage to each aircraft, which ship it attacks, and results of the attack.

The Homeward Flight and Landing step determines which of the surviving aircraft land safely. Damage incurred during take off, approach or attack can effect this outcome.

Victory points are awarded for minor damage, major damage or sinking a capital ship, as well as damage to smaller craft and land installations.

Despite the laundry list of actions required for each aircraft, the game plays quickly. The charts are embedded in the rules (as is the Log), but are not spread out and organized sequentially by phase. You can literally work through the rules/charts while playing.

The map is small, with rudimentary graphics. I would recommend using a copier to increase its size to allow more room to place individual aircraft counters.

First Wave Approaches.  Aircraft/Mission Roster in Background.

 

 

I lost two planes during the attack, and one on landing. The two waves sank three battleships and inflicted other damage. This resulted in a win exceeding the historical result. I was lucky, just like the actual attack force. I decided to quit winners.

Swordfish is a fun little game, worth a play or two when time and space is tight.

 

 

 

1942 – Opening Moves

Decided to go with the historical Japanese invasion plans as outlined in Christopher Shore’s Bloody Shambles.  His account of the air campaign is one of the most harrowing tales of military history I’ve read.

The Japanese landed on the west coast of Malaysia and the northern Philippines.  Each landing area was outside of the (Turn 0) reduced Allied air umbrella.

Both Japanese beachhead assaults resulted in D6 roles of six, with the defeated Allied forces captured (with accompanying victory points).  Each assault was supported by naval aviation assets.

In the following first phase of Turn 1, the Allies counterattacked.  The American attack disrupted one of the Japanese beachheads, while the Japanese in Malaysia were forced to retreat.