Fire In The Lake – AAR

Had a fun session with Tim this past weekend.  Full of fumbling and stumbling.

As discussed in an earlier post, this is a highly regarded game, with beautiful components.  And, as also discussed, for two old hex-and-counter Grognards, it promised to be a new experience, and not the type of card-driven game (Paths of Glory, Pursuit of Glory, Wilderness War, Wellington) we were used to playing.

This will be more an overview of the process, rather than a turn by turn narrative of the game we played.  I was so involved in figuring the damn thing out, that coherent recall much less thoughtful strategy was well beyond my capabilities.

First off, we really needed a picture of what the map board should look like when set up.  We messed up on where to put available cubes, what cubes to use as markers, and what counters go where.  It’s a new take on “idiot rules”, we need rules crafted for idiots.

The first difference we noticed between this and our previous card driven experiences was that each faction (USA, South Vietnam, Viet Cong, North Vietnam) cannot do something with each card.  Only two factions can play a card, and only one can play the card as an event.  Also, not only is the card in play turned up from the play deck, but also the next card to be played.  This forces players to anticipate how to react with two cards, not just one.

The deck itself is constructed differently.  In many games deck events and options are predicated on period of the conflict, or the play of a major event triggers the inclusion of more cards.  In FITL, the very large deck is initially split into six decks of twelve cards each.  A coup card is then shuffled into each deck.  Play commences with one deck, and after a Coup card is turned up and played, that Coup card is removed and the next deck placed under the remaining cards from the previously played deck.  There are a large number of cards that are not included in the six decks.  This must enhance replay.

Most card driven games involve reacting to an opponent’s play and  sequencing a group of cards held in hand.  This leads to a rapid sequence of play, with a card played quickly followed by another.  In FITL, the pace was less frantic, and steadier.  Maybe this was due to our inexperience.

The options for the first eligible faction (sequence of eligibility shown at the top of each card) are to pass (perhaps because of the next event) play the event, or play an operation (in multiple spaces), with or without a special activity. The second eligible player can pass, execute the event (if not done so by first player), or execute a limited operation.  Limited operations can take place in one space, only.  Only if the first two pass, can the third eligible faction act on a card.

We learned that Operations have complementary Special Operations, and successful play involved the ability to mix and match these operation types.  Also, the first eligible faction can really frustrate a stronger opponent by executing an Operation, only, after which the second eligible player can only execute a Limited Operation, not the Event.

All sides must be careful not to take too direct of an approach.  For the VC, taxing to raise resource levels or terrorizing the populace will alienate the local population, reducing support.  US airstrikes, while devastating militarily, are just as damaging to popular support.

While control of areas and provinces is the key to victory, each side has other activities,(not just destruction of enemy forces and many times in conflict with those of their “ally”) that contribute to victory.  For the VC and NVA, base building and maintaining the Ho Chi Minh trail must be a priority.  For the US, it’s ability to win is directly tied to reducing the number of troops being used.  ARVN forces gain victory points by siphoning off US aid into their coffers.

All of this maneuvering comes to a grinding halt when a Coup card is turned up.  The card in play is then considered to be a Monsoon card, which limits operational play options, and the Coup card is then the last card played.  After play for that card is finished,  victory points are calculated.  If a faction wins, it wins.  If not,  new aid and resources are distributed, and victory points are again calculated.  If one faction has attained victory, the other factions know it and the last deck is played.  An interesting way of changing play strategy and perspective.

Tim will be posting up his observations.

We’re playing this one again in December.

Campaign Game – Initial Encounter – What A Difference A Day Makes

Now that my rule gaffes have been corrected, I fought a brisk 60-minute action this afternoon.  Scenario and set-up were the same as described earlier.

The Portuguese were able to hurt the Zanj with missile fire before stopping their charge (the result of some consistent lucky rolls).   On the other hand, some poor die rolling contributed to a general weakening of the Zanj units locked in melee, with the Portuguese able to withdraw one crossbow unit, and plug its gap in the line with charging targeteers led by Lord Rolando.

This charge caused two Zanj units to scatter (one as a direct result of melee), with others’ resolve dropping to “one” (wavering) leading to a controlled withdrawal from contact.

A final volley by the (now) disengaged Portuguese muskets and bows caused the withdrawing Zanj to flee the field.

However, Sultan Jabir Efe was able to rally the bulk of his army withdrawing south towards Mwenye.  It is rumored  he intends to redouble his diplomatic efforts to enlist the help of the inland natives, as well as contact local Ming merchants to explain the catastrophic effect the mercantile policies of the Portuguese will have on their business interests.  He hopes the  merchants will ask Imperial forces located in Yemen to intervene

The Portuguese leader, Lord Ricardo Nicolau Rolando, must now decide whether to pursue Efe’s forces, or turn north and take the (now) isolated port of Behefe.  It is rumored that the town has only a small garrison augmented by a civic guard of uncertain size and quality.  Regardless of decision, Rolando is confident that another Zanj defeat will cause the inland natives to ally themselves with Portugal, providing supplies and troops.  And, a treaty with the natives promising gold, ivory and other exotic items, should convince his government to provide greater assistance.

Rolando’s decision will not be long in the making…..

 

Waiting In The Background

Tim and I will be playing GMT’s highly regarded Fire In The Lake this weekend.  Bought it at Guardian Games last time I was in Portland.

My reaction during the first rules go-thru was an emphatic OMGIF(!).

This is not your usual card driven game, and it sure as hell isn’t anything like a hex and counter game.  It’s well….different.

The point here is that if I wasn’t playing FTF, I’d probably scan the rules, admire the beautiful components and put it back on the shelf.  Maybe, I wouldn’t have bought it at all.

That’s a good thing about having an opponent, it encourages you to play something different.  Sure, many times Tim and I will play an old favorite. I guess that’s the wargaming version of comfort food.  But, it is nice to try something different, no matter how much it bends your brain.

I’ll be putting together the usual AAR next week, along with Tim’s comments.   Have a lot of studying to do this week!

Initial Encounter……Well, Never Mind.

After a break, I continued playing the initial encounter between the Portuguese and Zanj.

The battle turned into a real slug-fest, with the Portuguese Crossbowmen able to extricate themselves from melee, and the Targeteers, led by Lord Rolando, charging into the Zanj tribesmen.  On the left, the Zanj had enveloped a Portuguese Musket unit.  But wait…..there was something very, very, very wrong…….Take a look at the picture, which shows a real pounding in progress, but then read the caption.

Hey...All You "Ones", You're Wavering......Get Out Of There, Now!
Hey…All You “Ones”, You’re Wavering……Get Out Of There, Now!

Yes, I completely screwed up the rules (Shocking!).  Once resolve drops to a “one” a unit must withdraw 1d3 movement units directly to its rear, maintaining its facing, and cannot initiate melee until its resolve increases.  And, if this unit was in melee (as are all of these), its foe can attempt to pursue.

Oh My…….kind of changes the dynamics, doesn’t it?

Reset!

Campaign Game – Opening Moves & Encounter

The Portuguese completed an unopposed landing, without loss, and advanced along the coastal track towards the northern port town of Mwenye (I used a random name generator which is found here).  Since the inland natives’ relations with the coastal Zanj are bad, the Portuguese inland flank is secure.

A Zanj force moved to block the advance, with the two sides meeting at the forest/oasis of Ejiro.  This would be  a set piece battle with the Zanj occupying a fairly strong defensive position.  However, some Zanj units were effected by an cholera epidemic.  As a result, their resolve was lowered, while skilled medical care kept the Portuguese healthy.

Here’s a pictorial overview of the initial stages of the battle.

Flanks Anchored By Rough Ground And Ridge, Zanj Tribal Warriors Await The Portuguese Advance
Flanks Anchored By Rough Ground And Ridge, Zanj Tribal Warriors Await The Portuguese Advance
Portuguese Advance Begins
Portuguese Advance Begins.  Grenadiers On Left
Zanj Advance In Response To Portuguese Fire
Zanj Advance In Response To Portuguese Fire
Another View Of Zanj Advance
Another View Of Zanj Advance.  Interpenetration Not Allowed By Rules.

Campaign Set Up Moves Forward

Rolled for leader qualities and other parameters.  Rather than insult you with another scan of scribbled fragments of index card, I’ll post up a “clean” copy of the tables/charts used.  Tried to link the variables to the Irregular Wars Chance Cards, with outstanding aspects allowing for good DRMs, and poor aspects leading to bad DRMs.  Normal is just normal, with no DRMs.  Card use has been difficult to implement solitaire and I hope this is a viable alternative.

Ming Chinese:

Lei Qiu:  An inexperienced leader, but bold.  Staff includes a skilled logistician and physician.

Portuguese:

Eduardo Nicolau Rolando:  Experienced and inspiring leader.  Staff also includes skilled logistican and physician.  Also, the Portuguese have good local knowledge, which negates many effects of unfavorable terrain.

The Portuguese, facing hostility from the Coastal Arabs, have to decided to invade before the Ming can establish a military presence.  At this time, only Chinese traders are allowed in the area, and the Coastal Arabs will resist any attack by the Portuguese.

Zanj:

Relations with natives are bad.  They will fight if attacked.  There is internal dissent, and government support is weak.  This weak support limits their army to 10 elements.

Their leader, Jabir Efe, is inexperienced but bold.  Being the home team, they have good local knowledge.

Neither side was able to recruit any natives to augment their forces.

The respective armies are based on both Irregular Wars and DBR lists, given what I have available.  Oh My!  I’m not following an army list.  After years and years of therapy I’ve finally made the jump of just putting something together that has some historical basis and works.  Thank Goodness for that.

 

Raid on St. Nazaire – Turns 6-12

Decided to stop at Turn 12.  British ships that had been standing off the port waiting to evacuate commandos had been destroyed, the demolition teams had, for the most part, expended all their charges, and the German reaction forces were sealing off any other VP targets.  So, I blew up the Campbeltown and called it quits.

The tempo of the game really picked up with fewer targets and lower to hit DR for Harbor Defensive Fire.

Took turn-by-turn photos, but all they depict is the pummeling of MTBs by Harbor Defensive Fire, and gunfights between reaction forces and commandos.  The highlight was the Turn 8 destruction of the Northern Caisson by Purdon’s commando using their last charge, after being attacked.  They needed a D6 roll of “1” to do it, and they did.  That was 12 VPs!   On the other hand, Woodcock’s commando couldn’t destroy even one of the three storage tanks in Sector 1.  Each tank was 3 VPs, and would have put me in range of a decisive victory.

I’m going to play it again.  Here’s an overview of lessons learned and rules I need to pay more attention to.

  1.  Destroy searchlights and guns, or at least, hit the Power Station.  The illumination effects make the already murderous Harbor Defensive Fire even worse.    Grenade attacks on guns/searchlights are an excellent use of assault teams.
  2.  Do a better job of getting demolition teams to their historical targets.  I just whiffed on this one and if they attack their assigned target, it’s a +1 DRM for demolition attacks.
  3.  Pay attention to the rules on ammunition depletion when a commando loses a strength point.  This effects grenade/demolition capabilities.
  4. Try to get the Wynn to accomplish its historical mission of destroying lock gates.  I had to use other boats for this.
  5. Don’t assume that the German reaction will be as slow and weak as the last game.  Lots of D6  rolls of “6” really restricted reaction movement, and low rolls for activation reduced the number of German units.