Category Archives: Review + Session Report

War In The Aegean (Pt 1)

Finally set up this Against The Odds magazine game from December 2005(!).  The magazine includes an excellent article on the genesis of this historical campaign, as well as the actual fighting.  The mini-game Assault on Narvik is also included in this issue.  I mention this only because the rules for Narvik “wrap around” the Aegean rules. I often found myself referring to the Narvik rules, instead of those for War In The Aegean.  Disorienting.

This game features joint British and German operations (and technically combined operations since there is a limited US air presence) over a three month period in 1943.  The nature of the campaign requires rules for air, naval and ground forces, along with special rules to reflect the presence of Italian forces.  I’ve played Europa for a number of years, and Perry Moore’s rules are reminiscent of that operational system.  In fact, I’ve toyed with the idea of playing the game (and still might) using Europa rules.  In fact, a scenario was published for the Aegean.  I never played it because the scale just didn’t seem right, and Europa’s naval rules are, well, inadequate.

Moore uses a variable impulse system.  A die is rolled for the number of impulses in a turn.  The players then roll to see which side has the initiative and goes first during the impulse.  Air missions are flown, then naval operations and, finally, ground operations.   Naval forces enjoy hidden movement until spotted.  Stacking is unlimited, and units are always in supply.  Ground units have a movement allowance of one (1) hex per impulse.

The Allied forces are hindered by aircraft range limitations and overwhelming numbers of Ju-87 Stukas based in Rhodes that can fly anywhere on the map.  However, German off-map aerial are resources are limited, and are determined, by-turn, using a die roll.

Allied forces start the game with a number of task forces on the map, poised to land at Kos and Leros.  Additional task forces can be formed later in the game, or determined by a separate set of solitaire rules.  The invasion of Rhodes is possible beginning on Game Turn 5 and, again, is dictated by a die roll.  The Allied player can force an invasion, but at a significant cost in victory points.

The map’s dark blue sea makes reading hex numbers difficult.  The counters are just fine, but the cardboard “chads” have me thinking about buying a counter cutter.

Victory conditions for the Allied player are daunting.  The Allies must control literally every island on the map if the invasion of Rhodes does not occur, and Rhodes is strongly defended by German and “assimilated” Italian units.

I’m looking forward to starting the game later today!

B-17 Queen of the Skies

Last Winter I brought out Avalon Hill’s B-17 – Queen of the Skies. It had been awhile. When I opened the box, I found a mission sheet from October 1993 Needless to say, I would be starting from scratch, with the first order of business to get familiar with the rules.

After skimming the rules, I struggled through one mission. While the sequence of play is fairly intuitive and instructions well programmed, the chart sequence – with its alphanumeric designations and colors – was horrible to work with.

Frustrated, I copied all of the play aide sheets and literally cut-and-pasted them into a rough action sequence. The first sheet contained all the pre-mission events. The second sheet included the charts used to determine areas of damage, with third and fourth sheet reflecting actual damage. The final sheet contained charts used when over the target and if/when the crew needed to bail out or make an emergency landing. Any other information needed could be found on the map.

Although these edited sheets could be copied to cardstock, I left them on regular paper, stapled together. This way, I didn’t have sheets floating all over the gaming table.

Another change was discarding the B-17 schematic. This took up space on the table, and any crew actions, wounds, or damage could (and can) be noted on the individual mission sheet.

My annotations to the Mission Charts evolved over the course of the campaign. I’ve included the mission chart for Astro II’s final mission. As you can see, the crew was able to safely bail out over the Netherlands, after a fluke hit to the Number 4 engine.

 

Fixed B17

 

This is fun and engrossing general simulation of the evolution of Pointblank, starting with limited and escorted missions over France and ending with the daunting long-range raids against strategic targets over Germany. It’s reputation as an outstanding game is well deserved.

The early missions are short, and can be played in about 15 minutes. The later missions can last over an hour, depending on how many waves of german fighters your aircraft encounters.

As with most (if not all) solitaire games there is a lot of wristage and charts involved, especially since one wave of fighters can return for additional attacks. On a long-distance mission, which would involve maybe 8 turns with the possibility of multiple waves of fighters, this can make for a long, grueling game.

I really can’t comment on the game as a simulation because my knowledge of Pointblank is macro and not micro. However, I do believe that the game has a great “feel” for what aircrews encountered from 1942 until the evolution of long range escorts such as the P-51 Mustang.

I was surprised at the number of superficial hits Astro II sustained. Whether this was a function of luck, or part of the game’s design I can’t tell. While the aircraft was able to shrug off hits, the crew was not. Over the course of 18 missions, four crew members were killed outright, or died of wounds; six crewmen were seriously wounded with four not returning to duty, in addition to 16 light wounds! Three crewmen suffered from frostbite when the heating system was hit.

Flak was typically not a factor over the target areas. Regardless, bombing accuracy was poor. Astro II failed to hit the target area seven times, and only once was accuracy as high as 75 percent. Twenty percent accuracy seemed to be the norm.

In my judgment, It is far more satisfying as a campaign game, trying to complete 25 missions, than a one game time filler. It really got tense on the longer missions where wave after wave of fighters attacked Astro II, with ammunition running low, crewmen injured, and damage effecting performance. Set-up time is minimal, and the game can be played on a small table or desk. I would typically play three shorter missions, and one or two longer missions, during one sitting.

Perhaps next winter a new Queen of The Skies will begin pounding the Third Reich.