Category Archives: Review + Session Report

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…..

Mission: Grenada (Pt 2)

You have to play the game to learn the game.    So…..Oooops!

Can’t run airstrikes against Cuban/Grenadian forces on Turn 1 because they have to be spotted.  In order to spot CG units,  the US player has to be fired on, move towards with intent to attack, or have a CG unit move adjacent to it.  Don’t know if the “move towards” could be stretched to include aircraft attacks, but that doesn’t really make sense.

Will have the chance to try this one again later this week after company has left.  Will do it.

Mission: Grenada (Pt 1)

Finally set up and played two turns. Used the alternative Cuban/Grenadian OB discussed in Seth Owen’s excellent review of the game. The link over at Boardgame Geek is:

http://www.boardgamegeek.com/thread/302464/mission-grenada-reviewed-and-revised.

He also posted up background information on the invasion. That link is:

http://www.boardgamegeek.com/thread/318194/grenadas-scrappy-little-army

Rather than try to improve on Seth’s fine work, I’ll simply comment on a few rules aspects that were interesting to me and then provide a general after-action report of the game’s introductory scenario which involves the first six hours of the invasion.

I’ve always been interested in this action, especially after listening to a Marine Captain describe how, as a very young Lieutenant, he landed armed with his personal weapon,  a 1911 Colt with a bad slide so capable of only one shot at a time.  Fortunately, the only resistance his platoon encountered was a couple of wild pigs, quickly subdued,  and used to supplement their MREs.

Rules Comments

This is the first time I have played a game that uses action points. Each unit counter has a designated number of action points to use for movement, combat or combat support during an Action Phase. Mechanized units have more action points than leg infantry. But, their action point costs are higher. One thing I missed in my early readings of the rules was that artillery/mortar units are considered mechanized, because of the number of action points printed on the counter. These points can be expended at any time during the owning player’s Action Phase. There are no set movement/combat sub-phases.   This gives each commander tactical flexibility, as units can typically perform two or more actions in a phase.

Another interesting aspect is the ability of units to make hasty or full attacks. The cost of a hasty attack is one-half that of a full attack. In many instances, this is the only way a unit can move and attack in the same Action Phase.

One aspect that is somewhat unusual is that supporting arms can only be used in the offense. A unit is on its own when attacked.

The map graphics could be much better. However, I do appreciate having many of the essential charts on the map. Unfortunately, the action point costs are only found in the rules.

If I was going to play the game again, at another time, I’d probably compare map and rules booklet for charts, and put together a “cut and paste” chart sheet to augment the map. This is nothing more than making copies of the appropriate charts, cutting them out, and using scotch tape to paste them on a blank sheet of paper, and copying that sheet. Crude, but it works.

After-Action Report

Turn 1 (Night)

US air assets attacked a mixed bag of units located on the high ground overlooking Salines Airfield as well as a motorized unit in close proximity to the Governor General. These night strikes were unsuccessful. Grenadian antiaircraft fire was ineffective.

The SEAL unit landed north of St Georges, and was able to locate and move the Governor General to a beach hex for extraction the following turn. However, before that could happen, the SEALs had to withstand a hasty attack by a motorized unit located in St. Georges. The result was a defender retreat, but the Grenadians lacked the action points to continue the assault.

Cuban/Grenadian units occupying the high ground north of the airfield edged south anticipating a US airdrop.

Turn 2 (Daylight)

The Rangers parachuted into Salines airfield later that morning. A daylight drop reduces the chance of scattering into the Caribbean. The drop was successful, and three Ranger companies, supported by a mortar platoon, took control of the airfield.

The drop was preceded by another series of airstrikes. However, this time antiaircraft fire was extremely effective, with five (!) of the US assets having their combat power halved. As a result, Grenadian units remained at full strength and ready to attack the invaders.

One Ranger company was attacked by Cuban/Grenadian units supported with mortars. At odds of 2-1, the attackers rolled high and forced the Ranger unit to retreat three hexes. The retreating Rangers were able to take advantage of their misfortune, and displaced back to a hex containing a group of students. The students are represented by four counters placed face down at designated hexes on the map. Two of the counters are dummies.

The US forces were well on their way to a decisive victory. At the end of two turns they had taken the airfield, and rescued the Governor General along with one group of students.

This was a lot of fun. I’ll reset the game, and play through several turns over the next couple of days.

War In The Aegean (Pt 2)

Played two turns over the weekend.  Unfortunately, the real action starts with the arrival of significant German reinforcements in Turn 3, and I’ve got to pick the game up because of my trip.

During the remaining impulses for Turn 1 and the four impulses of Turn 2, the Germans kept pounding British ground units, although their aircraft availability was horrible – I kept rolling 5s and 6s for flown aircraft.  The British infantry crept across Kos – only one hex movement per impulse, and their shipping huddled off-map to avoid the Luftwaffe.

Despite the slow pace so far, I like this game.  The impulse system, variable Luftwaffe availability and rolling for serviceable aircraft provide an uncertainty that is great for a solitaire game.  The RAF has some real challenges with their reduced combat strength when flying from off the map, and it will be interesting to see if the RN can intercept the German reinforcements.

I’m taking the game with me and hope to continue it over the next few weeks, if only to play out an invasion of Rhodes.  That should be interesting.

 

 

War In The Aegean (Pt 1.5)

Sidetracked by ESPN baseball, so only part way through the first impulse.

British had the high roll for initiative and established themselves on Leros and Kos, with no resistance by the Italians.  The RAF remained at their off-map bases.  British destroyers took station to the west of these islands in the hope of intercepting a German amphibious counterstroke.

The Luftwaffe opened the German part of the impulse by attacking the destroyer screen using all their JU-87 and JU-88 assets.  The results were only three hits spread among three destroyers.    And then Pittsburgh started their 10th inning rally…..