Showing posts with label Solo. Show all posts
Showing posts with label Solo. Show all posts

Friday, January 15, 2016

Iron Cross Game 1 Turn 1 AAR Video

Playing my first game of Iron Cross, from Great Escape Games. 

As this was loading I realized at least one rules mistake i was making.

Command only allows you to re-roll, not subtract 1 from the command roll.






Thursday, July 12, 2012

Naval Thunder River Plate

Graf Spee at the bottom and edge of the sea, I mean table
Graf Spee at beginning looking hopefully at the horizon for a win.
Graf Spee showing some pain-useless smoke cloud in the background
The beginning of the last turn-Graf Spee at the bottom of the screen
Game End - Graf Spee and one British Ship down.


Second play of Naval Thunder, but first with my painted ships! So much more fun. What was cool, as I got into it, I realized again what captured me about these rules. Very few rules, yet enough flavor for someone with a light interest in this theater of WWII to give them depth. Especially when the shells begin flying - the various hit results are engaging and I can completely picture what's going on.

I set up the River Plate Scenario out of the Bitter Rivals scenario book. Simple, just 4 ships:
Graf Spee

Exeter
Ajax
Achilles

I only had Graf Spee, but proxied the British ships. (I'm slowly getting better at doing this. Ridiculous because so many of my games are solo - it shouldn't matter. But hey, if I'm going to play, let's get it right - BRING YOUR A GAME SON!) 

Moving on.

This game, just like the last time I played this, was quick and bloody. Neither game did the Germans fare well. Perhaps I could bump up the command ratings to help in some of the recovery rolls. But Seriously, these games have been blow outs. Okay as a solo player, but putting this on at a con, it would not be cool for the German player.

Though, it hit me that it may be cool to be a one sided scenario. Meaning the participants play the British ships and the GM plays the Germans.

Monday, March 19, 2012

Fwd: BKC II Game & Geekway

Took a break from the Drydock to play this table my 9yr old setup. Will provide a more detailed AAR when it's finished. I'm through two turns and the US has already destroyed a German reclaimed R35 platoon.

The Germans had "surprised" the US platoon that was going to attack from behind a hill. However, failed command rolls left the R35s in the open.

The next turn saw a rain of bazooka and Sherman fire take em down. The Co had to command them because both platoons had failed their initial command rolls.
after turn 1

After turn 2
My other hobby stuff was my work on getting the volunteers/potentials lined up for Geekway 2012. This will take up a bit more time as we move deeper into April and May.
BMHGA is asking for GMs for Barracks Battles at Die-Con. I would love to, but don't know, w Geekway stuff if I can make that happen.

Friday, November 25, 2011

Sink The Bismark! Naval Thunder Style

Bismark goes down in 4 turns. Fires and flooding take her down.
Prince of Wales had no damage.
Hood had rudder damage, had lost speed 2" of speed, and 1 main turret.
I should find a Prinz Eugen model, 'cause Bismark needs the help. I guess if I'm using paper I could just cut out some paper and say it's the Prinz.

The ships began the battle fairly close to start so they got into gun range immediately...which, for the sake of what I was trying to do, learn the mechanics.

I was testing the Naval Thunder ruleset out. Very straightforward and fairly easy to remember the various nation specific rules.

I enjoyed myself much more than I thought I would. I've not had much interest in Naval or Space Combat games (Tried Firestorm Armada once and just couldn't get into it.). But I saw a couple at the recent Command Con and my interest was piqued. I had fun seeing the damage done, but it's not in so much detail that it's overwhelming.

I read on the Steel Dreadnought Forums that one of the players adds the fire and flooding situations to each other. In the rules you just have one flooding marker, even if you get another flood critical. But having multiples was pretty fun reading. Though, in the case of my game, it would've been over sooner than it was.

And referring to fast play, these are pretty fast and the games are definitely fast to set up and get going.

Lastly, with the damage, shooting; and movement tracking I felt I was playing a role playing game. (Side note: for some reason the thought of keeping track of Battletechs in those games has never appealed to me. But this was fun.)

I've heard these rules work very well with the pre-dreadnought era. As I type this, I wasn't even sure what it that term meant. So, now to the all knowing site, Wikipedia:
Pre-dreadnought battleship is the general term for all of the types of sea-going battleships built between the mid-1890s and 1905.[1] Pre-dreadnoughts replaced the ironclad warships of the 1870s and 1880s. Built from steel, and protected by hardened steel armour, pre-dreadnought battleships carried a main battery of very heavy guns in barbettes (open or with armored gunhouses) supported by one or more secondary batteries of lighter weapons. They were powered by coal-fuelled triple-expansion steam engines.
These battleships were abruptly made obsolete by the arrival of HMS Dreadnought in 1906. Dreadnought followed the trend in battleship design to heavier, longer-ranged guns by adopting an "all-big-gun" armament scheme of ten 12-inch (305 mm) guns; her innovative steam turbine engines also made her faster.[4]

Sunday, August 28, 2011

CDTOB West Front Scenario 1 Last Report

Finished the game.

Turn 5 is here.

German Victory by about 12cm!

ACo was the most likely to pull this off. They were slowed down by H&I fire in turn 7 because I had only placed them under Cautious advance.

Their halftrack was going to be able to make it to the exit point objective - with a possible fight on it's hands with 2 German platoons from 1Co. So, in the orders for turn 8 they were put under cautious advance - my thinking - they would need more favorable numbers when battling and didn't need the negative die roll modifier that is applied when you hasty advance. Well, good H&I rolling for turn 8 landed smack in front of the Halftrack! They can't move.

For the Germans, this was a good thing because the 2 platoons they'd sent out to defend that space ended up being pinned and suppressed about 10cm from the point. They wouldn't have been able to lay down any effective fire.

Definitely learned more about the game and things to think about when playing. I would not favor this as a solo game. A lot going on and each turn took me about 45 minutes a pop.

I feel a lot better about being on the attack. Though I had a heck of a time with the city. Next time I wonder if I should concentrate on the center with more of the force.

I received some great answers to my questions over at the Test of Battle forums - go check them out - mainly from the author - not bad.

I was going to replay this in Blitzkrieg Commander to test the differences. A couple things has changed my mind about this: 1. I'm done with this scenario - I took too long to play it. 2. and most important - I'm sent in my registration to do my first ever GMing of a game at a small con held here in St Louis called Command Con in November. I will be running a BKC II game! Nervous and excited. More in an upcoming post.

Wednesday, August 24, 2011

Command Decision TOB Western Front Scn 1 Turn 5 GIP

ACo was able to take out a platoon from the German right flank, but couldn't take them out. But they're still demoralized, so they're not much of a concern.

Unfortunately, I Bn's progress in the center is stalled because of a Pin result on the morale phase. That holds them back a turn, at least. I suppose the Infantry riding on top can't get off either. And, I wasn't sure if the riders cancelled the automatic suppression for infantry being within 12 cm of armor.

CCo on the right only lost one platoon to fire and got away with a simple Pin on the morale check. However, it was the loss of the Company HQ that won't help them much.

The more close up pictures were taken because someone said I should get closer. So, not great with the iPhone, but not too bad...right?

Turn 4 here.

Turn 6 - game end here.

Monday, August 22, 2011

CDTOB Western Front Scenario Turn 4 GIP

Turn 3 here.

Turn 5 here.

Quite eventful. The US arty pinned the German Co covering the US left flank. Effectively knocking down their shooting ability, because on top of pinned, they were suppressed. This is a big role is supposed to play. ACo was able to lay enough fire on them to kill one unit. Which, when the morale phase rolled along, they suffered some big penalties and were required to fall back and became demoralized. Which effectively shuts them down a few turns. ACo will be pressing hard this next turn.

On the center I Battalion will have to Hasty advance each turn to make it to the road junction. I've decided to move them in that direction because I don't see them knocking those Germans out of the objective town at the crossroads by the end of Turn 8.

Which brings us to the Germans covering the center. They were given the command to hold. However, I'm wondering now if they should fall back to positions closer to the road objective. They could still move under the cover of the hill and bocage and be able to get all the way back to the road. Thus being within 6cm of it. Perhaps the next turn.

One thing I could've done was to move two platoons back and leave the command and weapons team on the hill. However, this would put them out of command. And one thing I'm not clear on: if a unit is out of command, can they fire either in prep, opp, general?

On the right, it was disaster for the US. BCo went through the hedges. (Should've saved smoke for this turn.) Sure, the infantry gun couldn't see them...but the R35, Weapons team, and Platoon in the objective city could. They took out an infantry platoon, the mortar team, and the weapons team. The subsequent morale check caused them to be eliminated - the whole company.

The question is, does CCo need to take a morale check because they saw a company eliminated? I wouldn't think so during the morale phase. It's all happening at the same time.  Frankly, I'm not sure what to do with CCo. When they step through the hedges, it's all going to happen again. Maybe, go around the hills to the right?

This turn shows a big part of this game coming through: command and morale. For example, the center dilemma for the Germans - do you purposefully spread your company out? One the US left - pinning a couple of the platoons, pins the entire platoon. Then by killing one, the entire platoon suffers the penalties and are all forced back and demoralized. Pretty heavy price to pay. This was the toughest aspect of this game to get used to. Then, of course on the US right, BCo being eliminated because of an extremely high morale roll. Heavy stuff. -6 modifiers alone because 3 units were eliminated. Then, being within 12cm of an AFV and of personnel.

Thursday, August 18, 2011

Western Front Scenario 1 Turn 3 GIP

US ACo commander is forced back by Arty fire, other stands simply suppressed. ACo then assaults German Weapons team in entrenchment, German opp fire forces that stand back. In following fire by the US weapons stand, the German weapons team is forced back and out of the entrenchment. The US weapons team gladly moves in.

I had a US Platoon next to Bocage, I didn't close assault, they're on one side of bocage and German platoon is on the other. The question: is there still cover for the platoons? They're behind bocage. Sure, they're right there, but wouldn't they be harder to hit, cause they're firing over and through that stuff? But, on the other hand, it seems a tad odd. In fact, i can't believe I ruled it that way.

I BN moved up/over from the East, actually came in last turn, just forgot to mention it. They made it to le Motey with I BN HQ setting up shop there. Nice base for Arty spotting and morale.


B and C Cos basically got themselves set behind bocage for the inevitable march toward the towns and the open fields of fire. I Bn command will call in smoke in front of the infantry gun...but now I realized that I'm focusing too much on the Northern town. It's the one just to the South of it where I need to concentrate my efforts. I'm going to have to rethink how I approach the town.

Rules questions about bocage
I've also got some questions concerning the spotting of troops.
1. Is a unit spotted behind bocage if they fire, yet the rules say that you have to be on the edge of bocage to see the units.

2. I'm also wondering about what units see at different levels. In the picture in the lower left, with the gigantic ruler of god over the battlefield, I'm wondering if the BCo (the US Stands behind the bocage, nearest the hill would have been spotted when crossing over the bocage in the back (Where CCo now resides.) toward the spot where they are now.

I think not because the level two bocage is always closer to the US troops than to the Germans. Now, I'm not confident of the BN HQ atop the level 2 hill. Based on what I read in the rules, I don't think so.

Turn 2 here. 

Turn 4 here.

Wednesday, August 17, 2011

Western Front Scenario 1 Turn 2 GIP

Command Decision: Test of Battle, Western Front Scenario 1 out of the rulebook.

Turn 1 here.

ACo took it in the kisser losing two Hafltracks to opp fire (one was from a weapons stand from 20cm away! Rolled a 10 for the hit effect. The crew bailed out but was hit and taken out (rolled a 9 for the effect.)!

CCo lost just one platoon to 105 fire (1 out of 3 stands took a hit.)

Germans took no losses.

Remarkably everyone, even ACo, maintained morale. That would not have happened if I'd been playing at Jerry's place! I usually roll very high for my morale rolls.

Turn 3 here.

ACo disaster. 2 Halftrack plts and 1 infantry plt destroyed.
Forgot to label I Battalion coming in from the bottom of pic.

Western Front Scenario 1 Turn 1 GIP

Game in progress.
US move, hold command for all Germans. No opp fire because they don't want to reveal themselves.
Took me 1 hour to do this much 'cause I needed to sort out my order/effect chits. (Another to do - decoupage those bad boys onto some cubes.)
And of course rule look-ups. Need to look up Close assault with troops in Half Tracks. Should I lay smoke, dismount, CA, and support with HmGs on HTs? Or, rush up there with HTs, then dismount?
If troops moved through open fields to rush behind bocage, are they now concealed or something else.
This I what I like about games, you can read about something all you want and think you have it. But once the dice start rolling, half of what you read leaves you. But after a play or two the basics stick.

Turn 2 here.

Wednesday, June 29, 2011

BKC Bulge Game



I played the imaginary Battle of the Bulge scenario, "If you go down to the Woods Today," found on the downloads section of the Blitzkrieg Commander website.

The initial US forces include:
1 x CO (CV 9)
4 x Infantry
1 x MG Support Unit
1 x Mortar Support Unit

Reinforcements (Turn 5 based on Mobile deployment, ie, may or may not show up!)
1 x HQ (CV 8)
5 x Infantry Units
1 x MG Support
1 x Sherman 75mm
1 x M10 (used M24 as Proxy - no M10s yet. Will get them after I get some other units off the production line.)

German Forces:
1 x CO (CV 9)
1 x HQ (CV8)
1 x FAO (CV 8)
8 x Infantry Units
2 x MG Support Units
2 x 75mm Artillery Units (off-board) - no assets (meaning no pre-planned bombardments. Wish I would've had those. More on that.)

Reinforcements (Same as US)
1 x HQ (CV 8)
3 x Infantry Units
2 x Pz IVs (long)
1 x StuG III (long) (proxy with a French R35 - I know, nothing like it, but hey same story as with the M10s - I'm learning with miniature gaming, if I wait till I have everything I need for every scenario, I'll never play.)

Orientation - Top is West, Bottom East, Right North, Left South.
Basically, the Germans are trying to take the village on the US side of the table. US is trying to prevent that. Take the village means at least one infantry unit in the village while the opposing team has none. I set the village as Brick meaning it provides hard cover (hit on 6 and save of 5+). In addition, it was impenetrable. This means a unit has to be touching the edge of the BUA to see inside of it. Then once inside it's 5cm visibility for foot troops and 10cm for tanks to see tanks. I like this, optional rule, but it does make things quite a challenge for the attacking force.

Germans set up in the bottom (East third). They set up to move along the north side of the board. The plan was for one company (3co) with CO and MG to attack either from the North, or more than likely to bypass the village and attack it from the West. 1Co and 2 platoons from 2Co, with MG would attack from the East.

The Americans were dug-in and basically facing the East waiting to see what the Germans were doing. The hope was to be at the edge of the city and shoot opp-fire as they approached the city.

Highlights from my notes:
Turn 1
View from the woods-end of 1
End of Turn 1
Germans - Succeeded in a couple command rolls to make good progress to begin the game. Unfortunately, the East attacking force were slowed by the forest. They got in, but didn't make it to the west side of the forest. The West attacking force stalled out by the hill. Decided to place the FAO on the hill to smoke the passage, since they couldn't barrage with artillery. Not sure how to go about doing this when it's impenetrable and they're dug-in.

US - moved in response to German movements. Therefore, they lost their dug-in status, but they still couldn't be seen. Realized Mortar couldn't shell the attackers from their currently placement because they were within the min range of 20cm. Blast.

Turn 2
Germans - Smoking worked to get the West Force safely to West side of village, but then stalled out. Good thing, 'cause the CO was thinking of sending them into the village. When in reality, they should've continued moving South to go into the SW part of the village. Which is what they ended up trying... The East Force continued to stall in woods. (Forgot I could've tried to command them with the CO when their HQ failed their first roll.)

US - Moved to face the attackers. They couldn't see them for the smoke. However, the smoke gave away their position, so they knew where to set up their defense. This would be where they would stay for the rest of the game and ultimately meet their fate. Mortar moved to hill south of town to take out the force attacking from the west. Couldn't do anything once there because of German smoke. However, smoke also cleared the way for their movement.

Turn 3
Germans - Smoked the town again. East force made into town and decided to accidentally assault a US platoon. Mistake. Fortunately, they survived but were the first blood shed and were forced back and suppressed. In the same turn, they overran the US command. And because the West Force had moved further south, the command ran into the Germans in their 10cm move back, thus eliminating them, temporally from the game! Huge, now all the US can do is react via reaction, opp-fire, and initiative.
Opp-fire is just what happened to the West force, they moved from behind the smoke curtain when mortar fire ran upon the lead platoon, suppressing and stalling the lead unit. This caused the remaining platoons to go around.

US - Lost command, not a good thing. 'Nuff said. Though, they did cause some the Germans some pain and hits with initiative fire.

Turn 4
End of turn 4
Germans - Coordinated some effective fire to suppress and put some hits on the US before Close assaulting. Took out 3rd Platoon ACo with Close Assault. In addition, during the turn, US units were forced back into their brethren causing those units to suppress as well. A nice benefit - for the Germans.

US - Initiative and Opp fire do a good job of taking out a German platoon and MG west of town.

Turn 5
Germans - Reinforcements arrive and mount the infantry as tank riders. They make it to the top of the north hill as the HQ places them in such a way to take shots at the potential US reinfocements. Can't decide what to do with the infantry. Lack of US command, helped to make that decision for them.
Units in town took out the US MG unit. Also applied two hits on the harassing mortar on the south hill.
West Force taken out by initiative and opp-fire. 3Co is no more.

End of Turn five from North Hill Reinfocement perspective.
US - Failed to roll for command to bring on reinforcements - BLAST! Took out a Company West of town! But it's not looking good in town. Also, mortar fires on tank riders on North hill. One hit inflicted.

Turn 6
Germans - With the lack of US reinforcements, the North hill reinforcements decide to attack from East as well. Troops are delivered and enter the town. Tanks also enter. Troops hold back to be there and fresh for the potential US reinforcements. The two Pz IVs go to the SW part of town to be able to get shots on any upcoming US reinforcements.

End of Game.
Now, my inexperience with the rules causes some serious  US casualties. The Germans roll a blunder and their units are forced to move 5cm toward the nearest enemy. This puts several of them in contact with US troops for some more accidental close assaults. That part is correct, as far as I can tell from the rules and forum posts. However, where I messed up. One of the assaults last 3 rounds of rolls. A US unit was taken out. The German unit, I thought was allowed to consolidate, but they were already within 5cm of an opposing unit, therefore they shouldn't have been allowed to do this.
But I didn't realize this till after. So they consolidated and took out another unit and then overran the US command unit, sending them back 20cm. This put the US 6 units eliminated and thus 3 units over the breakpoint of 3.

US - Rolled 10 for the breakpoint, significantly higher than the 6 they needed to roll. Game over.

 Even if the US troops had made on board, I' don't see how they would've won. The Germans would've out-numbered them significantly in addition to being in the city. I think introducing this game to a newb using this scenario and letting them play the Germans would be a good intro. In fact, I may do just that.

Fun game that took several days to play because of time constraints and also went slower 'cause I soloed it. Seems like I need to create some markers to show when units have fired initiative, opp-fire, when deploying, etc. Maybe when playing with an opponent it's easier to track of one army. I don't ever see any pics of people using markers, so I'll probably get used to this the more I play.

Also, I need to make some gray card/felt for BUAs. I was just using the buildings as an outline, moving them when needed. However, if playing an opponent, it might make things unclear.

Here's a link to the other photos.