Category Archives: Skirmish

Gunfight At O.K. Corral

Started my survey of skirmish games last week.  Besides having fun, I want to come up with a set of hybrid rules incorporating the best element(s) of each game. While hopes are high, expectations are relatively low.

Started with “Gunfight At  O.K. Corral” by Minden Games. This is a “point and shoot” game that plays quickly and has some replay-ability.  I’ve had the  print and play edition for several months.

I’ve always been interested in the event.  Sure, there’s the enjoyable movie, which has some questionable historical aspects.  I’ve been to Tombstone.  It’s, shall we say, “touristy”.  I enjoyed reading “The Last Gunfight“, “High Noon In Lincoln“, and “No Duty To Retreat”

For me, the fundamental definition of replayability is whether or not I enjoyed a game enough to play it again at some point in the future.  Another consideration is rules overhead or, “are the rules so involved that I am willing to  re-learn them at some future date”, and how much effort will that take.  Some rules systems just stay in your head better than others.  Another factor is whether or not the optional rules and/or scenarios are intriguing enough to try another day.

This game has a relatively low rules overhead as well as some optional rules/characters and a campaign game.

Here’s the feuding factions lined up to conduct business.  I didn’t use the schematic O.K. Corral play area included in the game.  It’s not bad at all.  I didn’t use the two optional allies of the Clantons, which include Johnny Ringo.

The player controls the Earp Faction.  The sequence of play is in phases:  Nominate Targets, Action, Fire Order, Fire.  The Action Phase is skipped on Turn One.

Each participant is rated for Accuracy, Experience (upper right and left, respectively) as well as Morale (alpha) and Gun Speed (numeric).

Accuracy and Experience are used to calculate whether shots hit or miss their target.  Morale is tested for “B” and “C” ratings (which apply to the Clanton Faction) to determine  during Turn One if they fight or run.  Gun Speed determines who fires when in the Action sequence.

The Clanton Faction’s targets are determined (“Nominated”) by the system using a table and six-sided die (this is the only instance where a die is used), while the player nominates the Earps’ targets.  Ranges are short (directly opposed or directly diagonal) or medium (two diagonals).

A modifier chit is drawn for each character before play begins.  This effects the individual’s place in the Fire Order.

Players shoot in a sequence (Fire Order) determined by  the sum of Gun Speed plus the modifier chit.  Shooting is not simultaneous.  So, hits will effect a subsequent shooter’s abilities.  Hits result in a single wound (light), three wounds (major) or KIA.  Six wounds incapacitates a player, or in game terms, renders him “unconscious”.

A deck of  cards determines whether a shot hits or misses, and the location/severity of any hit.  The  To Hit number for all characters is “7”.  This is modified by the character’s Accuracy and Experience ratings.  This modified rating is compared to the value of the card drawn.  If the value of the card is equal to or lower than the final To Hit number, the shooter hits the target.  A King is always a miss, and an Ace always a hit, regardless of To Hit number.   The suit of the subsequent card draw determines the severity of the wound.

A game takes three rounds.  The side with the most participants killed, routed or rendered unconscious is the loser.

I played three games.  While the game is acknowledged to favor the Earp Faction, some ahistorical results occured.  In one game the highly rated Wyatt Earp missed his target on two consecutive turns.  The result was a Clanton Faction victory.

The card use in determining sequence of shooting is one that I will try to incorporate in my hybrid rules.

In summary, this game “is what it is”.  A shootout.  No running, jumping or second-by-second actions (Gunslinger).  The inclusion of 52 additional counters with, photos of characters, including other gunfighters and bystanders allow you recreate any number of historical or theoretical shoot-outs.Of course, one can always cook up a whole bunch or house rules to expand the scope of the action.

The game provides a good value as well as replayability if one is a fan of this genre.

Warfighter – France Expansion: Weapons & Missions

Another day, another post.  Cold mornings with temps in 20s keep from engaging with the Work Farm, and I have the looming tax returns at arm’s length.  So, might as well post up.

The French come with a number of weapons/weapon systems not found in the basic game.  Different personal weapons with similar capabilities of those used by US forces, but crew served machine guns.  The French do have a number of explosive firing options.  The Eryx launcher is intriguing.

The missions are intriguing also, with low load-out limits and a nice mix of small and large resource points to spend.  I’ve included the African Warlords Expansion #32 locations in the following photo

 

Warfighter – France Expansion: Equipment & Skills

Some time ago, I purchased the African Warlords Expansion #32.  Never opened the box.  But, after my more recent plays of Warfighter 2nd Edition, I decided to go all-in and purchase Warlords Expansion #33, as well as France #51.  These sets open any number of new play possibilities.

The France expansion contains a number of new (at least to me) skills and equipment options.  The set also includes an entirely new complement of weapons.  I’ll hold off on discussing the weapons until I’ve used some of the expansion’s unique systems.

The Local Translator card looks to be of some value.  Notice that only one card is for French soldiers, only.  Two of the cards involve hydration and acclimitization.

The African Location Cards add environmental considerations to the game.  Many locations require a D10 roll to determine if the individual soldier or squad is affected by the heat.  If the player must roll equal to or higher than the environmental number to avoid being suppressed or wounded (player’s choice).  The only way to avoid this is to play a “Hardy” token.  This token is contained in later basic game expansions, and covered in the DV Games on-line rules compendium.

The new equipment cards provide a number of options to obtain/expend Hardy tokens and avoid heat effects.  It looks like individual loadouts will involve a maximum use of canteens and hydration packs.  I’ll have to think through cooler placement.

Looking forward to setting this one up.

Good Decision(?)

It worked out…..barely.  The Hostile Turn was interesting.

Since  no soldiers were in the location occupied by the hostiles, no reinforcements were drawn.  The still active Leader’s “Inspired” trait allowed each hostile to discard one suppressed marker, so the RPG Team took a shot at Minyard.  The result was two wounds to both him and Sietz.  Fortunately, Minyard’s hand contained a “Take Cover” card  cancelling the attack.  Whew!   The Martyr moved to the location occupied by the other hostiles, leaving the Objective card unoccupied.  Again, no reinforcements were drawn for the Objective because it was unoccupied.  The screen shielding the target had left.

The Team now had one 40mm round  left, so one chance to kill the VIP.  Since this would take a single action by Seitz, both soldiers refreshed/augmented their hand, hoping to draw a card or cards to enhance the attack.  No luck, so only a single Combined Fire card could be used, adding two to the attack role.

In Warfighter, any weapon attack involves both a six-sided and ten-sided die (D6 & D10).  The D6 determines whether the attack “defeats” the target’s cover, while the D10 determines if the target is killed or suppressed.

The Objective has a cover rating of four, with the M203 having a kill number of eight.  higher (the “0” on the D10 counts as a “10”).  A roll of four or more is required to defeat the cover, and eight or more to kill.  If only one number is rolled, then the target is suppressed.  If neither rolled, the target is unaffected.

I rolled a 3D6, and 8D10.  No kill!  Ugh and Oh Well, My My……But, walking away I remembered the M203 has a penetration rating of one.  This is added to the defeat cover roll.  Success!

Next…..On to Africa!

Tough Decision

Had left my Warfighter scenario set up on the dining room table, so I  picked up where I left off….with a tough decision to make.

The decision was whether or not to play the “Stronghold” card as my fourth location, and the last card before activating and engaging the scenario’s objective.

Here’s a photograph with lots of information….along with a semi-coherent account of what happened.

The team’s mission is to  eliminate a VIP from Range 2.  But, in order to do this, the objective has to be activated, and this requires a soldier entering the adjacent location (card).

The team consists of Minyard (action cards to left of play aid, weapons and equipment above his personality card to the right of the play aid) with a M4 carbine, and Seitz (action, personality, weapons and equipment to the right of Minyard)  with an M203 carbine (M4 plus grenade launcher).  The plan is to use Seitz’s grenade launcher to eliminate the VIP.  In Warfighter, each soldier gets two actions per Soldier Turn.  Some cards allow the soldier to perform without using an action.

There is plenty of time left, and good cards to play.  No reason to discard in order to discard and draw for an alternate location card…..or was there?  I decided to go for it, even though activating the Stronghold location triggers the placement of at least seven points of hostiles.

Minyard held the card and used one action to place it.

Well, I drew what you see at the top of the photo.  Two Gunmen, a Radioman, a Leader and an RPG team. The Gunmen have to be killed first as they screen the other bad guys.  Yikes!!  I considered calling it quits, but decided to give the cards a chance.

So…..I used a Move Out  card (no action) for Seitz to enter the Stronghold  location.  This activated the Objective, which calls for a hostile fighter card draw.  My reward was a Martyr Bomber!  That dark cloud did have a silver lining.  A Martyr must move towards the nearest soldier during the Hostile Turn.  So, he would leave the objective ocation, and not serve as a screen for the VIP.  Well, that’s my interpretation.  And, in desperate times, researching Rules As Written (RAW) is not necessarily a priority.

Seitz then engaged one set of gunmen with a hand grenade, using a Snap Shot (again no action) card, killed them both, and moved back – using another Move Out  card – to his previous location.  Seitz engaged the Gunmen  with his M203, and after they were eliminated, suppressed the RPG team with another M40 grenade.  Minyard then suppressed the Radioman, but couldn’t harm the Leader.

Suppressed Hostiles will not be able to attack or move during the upcoming Hostile Turn.  However, the Leader can take action.

Will finish the turn tonight, and hopefully write up the outcome tomorrow.

Kids!

Now  playing this great solitaire game.  I had forgotten just how good it is.

Went over to its Boardgamegeek page and downloaded this mini-mat.  Saves so much space!  Now I can comfortably play it at my desk, with the Soldier Player cards and loadout on a small side table.

The usual re-entry fits-and-starts with the rules.  This narrative discussion really helped.  So, with this, the 2nd Edition rulebook, downloaded key terms and universal rules, I had all the resources required to play.

Here’s a quick snap of the first mission of my campaign game.

Notice the Refugee Card?  That ruined everything.  Damn Kids!!!  No auto bursts or explosives.  My M-203 – which I’m counting on to kill the mission’s VIP target and to kill multiple bad guys, is useless.  So, I became bogged down in a gunfight characterized by my die rolls that suppressed, but did not kill.  After one Player-Soldier was wounded twice and  my Mission Timer clicking down, I went into abort mode.

Granted, it is a tough mission with low (41) resource points. But, I’m sure an experienced player would have figured things out.  I’ll use this as a negative score, and do my usual reset.

Lots of fun, though.

Vaporized

Over to Tim’s earlier this week for Up Front.

We’d played it once before a long time ago.  Was surprised, but happy,  when he suggested this for my July visit; especially since I had played it recently.

We set up the first scenario.  Since it does use all of the infantry rules it was perfect for our levels of (in) aptitude.

Since we weren’t using the Flanking Fire or Melee rules, the game became a lengthy positional gunfight.  The only incentive for moving forward was to increase each group’s firepower.

It took over two and one-half decks (scenario ends after the card deck has been played three times) for Tim to break my Americans with fifty percent casualties.

Emboldened by our “success” (which I define as an enjoyable experience without the mind aching turmoil that accompanies, let’s say, Pursuit Of Glory), we set up the same scenario with the  French fighting Italians somewhere in The Alps.  Both these crews have some real limitations when it comes to card draw and discard.  However, I didn’t realize my Italians also have some real weapon deficiencies.  They have to get to Relative Range 2 before their bolt-action rifles have any effect.

It was a short and violent.  I dutifully advanced, he fired, and my two groups were vaporized.  It took only three “hands” and the Italians (who will break at 40 percent casualties) were done.  Here’s a bad pic of the battlefield after it was over.  Notice the Italian casualties (cards) at the bottom left of the photo.

The cards with figures were those that panicked.  The others were KIA.

Regardless, it was a lot of fun and should be more fun using the advanced infantry rules.  Despite my focus on ASLSK, I think Up Front will be on the table quite a few times in the upcoming months.

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”.

Even More Heroes

Set up another DIY scenario for Heroes of Normandie (HoN).

A meeting engagement between two reconnaissance forces attempting to secure a crossroads.

Both sides had a mix of reconnaissance sections, along with infantry support in two halftracks.  The Germans had a motorcycle/sidecar/machine gun , and panzerschreck section.  The US had a Greyhound armored car and Jeep with .50 caliber machine gun.

The scenario length was 8 turns, with turn initiative alternating between sides.  Each side entered on opposite sides (east and west) of the map.  I used event cards, but did not remove any inappropriate ones from the draw decks.  This was a conscious attempt to incorporate them in gameplay, but reduce their possible impact.

It was quite the slugfest both times I played.

If I had set this scenario up in Advanced Squad Leader, my play would be far more constrained, with concerns about doctrine and realism.  Not with HoN.  The cartoonishness that is off-putting for some, seems liberating to me.  I feel encouraged to take more chances; that is within tactical reason.  Maybe it’s the straightforward vehicle rules…….

Here’s a photo of what was left after eight turns.  Most of the vehicles are wrecks, with units huddled in the hedgerows, or in the house at the crossroads.  North at top of photo.

More Heroes

Still having lots of fun with Heroes of Normandie (HoN).

Set up a quick scenario the other night.  Simple objective for the Americans; Get your armor across two boards.  Six turns, but Germans already in  ambush positions.  Same basic forces for both sides, except each now has a tank.

Played it through a few times.  It all boiled down to the last turn or two.  That’s when the German Pz IV and panzerschreck each get a shot  at the US M4 Sherman.  However, the US advance sequence during the preceding turns is critical in order to get infantry in position to support.  To make things even more difficult, I ran a scenario where the US had to also get an infantry unit off-board.

Did not use cards.  Drew them, though.  What wild outcomes they could have produced!  Need to reconcile my need for order with even more possible fun and confusion.  I’m not in a hurry to resolve this psychological conundrum.  I think a reading of the solitaire rules published on Boardgamegeek may be in order.

Simple, but interesting and fun.  Here’s a bad pic taken before the final game turn, with the Germans having initiative and Americans hoping to get to their turn with the tank still operational.  Cell phone is holding down a non-compliant map corner.