Showing posts with label War Game. Show all posts
Showing posts with label War Game. Show all posts

Sunday, December 22, 2013

Hunters - underwater siren call

Really, another game I'm interested in?!&@$

Solitaire games don't usually trip my trigger. Strange 'cause most of my gaming is solo. But this one is tempting me.

Here's a great review from Boardgamegeek.

I know if I get it, I will want to read some books on the subject. It might also get me fired up to get out my naval ships for Naval Thunder.

Monday, December 16, 2013

Battle of the Russian Bulge Campaign

Perhaps I'm mixing my metaphors here. But this week I was excited to receive from Enterprise Games (great place to acquire used wargames):

Battle of the Bulge, 1981 edition, from Avalon Hill
I have Ardenne '44. But I was looking for something a little more streamlined and less chromey so I could get the game setup and played before Christmas.

There are advanced and optional rules that I can tell from the onset would make for a better game...but I'm going to stick to my guns and play the basic game to stick with my original goal.
It was in great shape and even had stories from old General Magazines - very cool. Also, most of the chits were unpunched.

Here are a couple other pics of the game:







 Here's the unboxing video:

And, now to The Russian Campaign

I owned this a few years ago and never put it on the table. However, my tastes have changed to be in favor of my strategic games and like with the Bulge, heard this one was pretty straightforward, so wanted to give it a go.
With just 6 pages of rules, this one should be even easier than Bulge. The game came with the 3ed rules, which I believe were the last ones until L2 did their deluxe box.  I would like to have that one, but alas, it's about $140 in places, so it can wait.

This one was mostly punched but in great shape. Oh, I like this concept of this one because it's the entire war covered in a fairly small footprint. I see there's another all East Front, all war game out called The Dark Valley from GMT just being released this month. I may have to give it a look after it gets some reviews. Here's my unboxing video:

Tuesday, December 10, 2013

Action at Galmanche Blitzkrieg Commander AAR

Action at Galmanche is the Too Fat Lardies take on this July 8, 1944 battle between the British and Germans. This scenario is found in the I Ain't Been Shot Mum rulebook and is the 3rd scenario, meant to introduce tanks and AT fire.

table
The Brits have a a mix of command values ranging from 7 to 9. The Germans are all pretty much 8 except the AT gun (7) and FAO (7) and the commander (9).  We have 3 full British platoons attacking 2 full platoons and one that is a squad short.  In this I also experimented with creating a tank killer team made up of small stand, carrying a PzShrek and also a similar PzFaust model. In addition, I created stands for the 50mm mortar units that went with each squad for the Brits...more on this later.

Basically, the British have to clear out all 6 buildings and destroy the AT gun. Tall order because I made the Germans SS. They were given 7 trenches and also could hide in the buildings. The forests north of the town were impassable by tanks.

I posted infantry units along the forest to get the boys while they traveled in the open. So dug-in and in forests. In addition, i placed the two tank killer teams in the middle behind the woods to react and move where they needed to go after the tanks.  I placed the AT gun looking down a road where the tanks were more than likely to come because of the woods.

Going back to the British, I decided I  wanted to push everyone through the woods and orchards to the Germans right. The Tanks would go through the orchards. We would overwhelm the right and then sweep to the buildings on the Germans left.

Now to the Game - the videos below go through the whole game - its a 5 video playlist.

A pregame British stonk gave a few hits here and there.

Here's a photo from the end of turn 5.
end turn 5
It's not looking good for the Germans because the forest is cleared and the orchard is open. The problem is that the tanks would sit 6cm or further back, out of range of the fausts in the hands of each squad and just blast away at them for a few turns. Not a problem for the Brits of course. But a hard lesson is coming for the Brits. I'd failed command rolls a few times for the Brits and this was slowing me down quite a bit.

The Orchard was going to be congested, and I realized the success of blasting away at the infantry so decided to route the CV7 led tank troop (3 Sherman 75s and a Jumbo) to the German left to start clearing out the buildings.

end turn 6
Good thing I did that, the group stalled at the orchard hedge and if the tanks would've waited, they would've just sat there. Instead they were able to move and then clear out the ss out of the woods, next to the houses on the right of the road.  The problem with the Germans, the AT gun had limbered up to move toward the right when the Brits started rolling. They were led by some weak ones and would miss a couple turns.

Turn 7 was very tough for the Brits, this is where they learned the toughness of infantry in close fighting. Whoops.  Two Sherman 75s lost to faust fire. You can see them smoking on the right. In addition, I'd forgotten to give the command rolls a -1 for the tanks driving in dense terrain. I added this later.
end turn 7
Turn 8 saw the German FAO finally have some success and put a bunch of units in Suppression including the CO and other HQs.  More on the German arty later. Suffice to say it was damaging but not terrible.  In addition, the AT gun finally woke up and took out a Sherman on the German left. I also believe it was here that the Brits on the German left had a bonus round and took out the troops in the front 2 buildings and then moved up to the orchard to finish off the next building. The Germans were going to abandon the buildings to protect the AT gun.  at seeing an opportunity, I decided to keep them there behind the building to get the tanks as they approached through the orchard. The attack on the German right by the Brits was stalling a little. However, the Germans gave up a building to hold the rear one before that squad took any more hits. (They were sitting at 4.)

Also, the German CO blundered to go off the table. They came back on turn 9 with -1 CV and only able to do something on turn 10.

end turn 8
Turns 9 and 10 went fast without a picture for 9 'cause it was getting hot and heavy and I thought for sure the Brits were going to clean up. And they would have except for the German FAO on turn 10 hit again and really laid waste. I believe 3 units were lost during this barrage. Including a tank. The middle was destroyed.

The Germans hiding behind the building on the German left, did their job as well and took out the Sherman 75 in the orchard. Also the Shermans went for broke and tried to destroy the AT gun, but only forced it to suppress and fall back, right to the edge of the table. 1 more CM and it would've been knocked out!

Also during this turn the British CO was Suppressed again.

At the beginning of turn 11, I rolled for the British breakpoint. It was 10 and they were right at it. Therefore, the roll had a modifier of 0, and i just needed lower than a 10...I rolled a 10. Game over, the Brits pull back.
end of game

Very fun game. According to boardgamegeek, this is my 10th playing of Blitzkrieg Commander and I'm really enjoying it. The last couple of games have been quite memorable.

A couple of changes I would make to the scenario. I wouldn't put separate 50mm mortars on the table. BKCII doesn't even have stats for them because they're modeled in the squad stats. Though it was fun having them...I will keep my stats, but they were quite useless. Though in the open, they may be ok.

I used the wrong stats for the German arty. They should've been 81mm mortars. Instead I used like 105mm stats. Basically every time they hit is was 18-24 dice against each unit. With the mortars, as prescribed by the scenario, it would be 6-8 dice. However, I'm slightly concerned this would hamper the Germans chances a bit.

The placement of the AT gun may have been ok if they'd come down that road, but they didn't until turn 6. But once it was hit, it was pretty weak.

And now, here are the videos.

Wednesday, December 4, 2013

The Caucasus Campaign Game 1 Game End AAR

I finished this GMT east front WWII game, The Caucasus Campaign. It was fun and tense. A lot less exceptions than Normandy '44. I still had to review the rules at least once a turn, but it wasn't too bad.



Some things I'm remembering that I need to firm up next time (and there will be a next time):
  • Mobile Assaults and how to best use them (I only used it once)
  • Better use of the rail and sea movement
  • Keep the Naval Brigades on the Black Sea coast to threaten the coastal towns the Germans may take
  • Understand the Total quality of units 
  • Keep the Germans together better with a clearer focus of which towns they will capture
    • Also - better divide the armor units and air units

Weather was very good, only 3 bad days and the naval support never showed up - pretty lucky for the Germans. Also, the first couple of turns saw the Russians getting limited reserves (ie randomly drew several "None" chits for early reinforcements.) These would affect things in another playing.

And oh yes, this is post 400. Thank you all for your support (131 subs) and comments. My first post was this short post about DieCon 2011. That was June 5, 2011.  That's almost 30 months running averaging about 13 posts a month. That's pretty decent production I suppose. I'm averaging 1,885 monthly views. Or, 141 views per post. I'm not sure what that means in the big scheme of things, it's just fun crunching some numbers. At this rate, i'll be on post 500 around the first of July, 2014. See you then with a new update.

I just looked at my YouTube channel to compare: Began October 10, 2010...which doesn't seem right to me. Because I thought I started my blog way before my videos. But looking back, my first video was an unboxing of White Star Rising (also my most viewed video - it was immediately high because the game company, Lock N Load posted it on their site and it jumped up like crazy.)

54,557 video views, very close to my blog. 285 videos, quite shy of videos. and 276 subs quite higher than here. That's 191 views per video...though that first one skews it.  Anyway, fun times.


Tuesday, December 3, 2013

The Caucasus Campaign Game 1 AAR Turn 8.5

Good turn for the Germans, but it will be mighty tough for them to get into the last 5 VP they need to win.

Saturday, November 30, 2013

The Caucasus Campaign Game 1 Turn 5.5?

I'm not sure what I've done here. I was reviewing videos and it appears I've posted 5.5 twice. ? Anyway, two different perspectives.


Friday, November 29, 2013

The Caucasus Campaign Game 1 Turn 4.5

The game continues and it's definitely a test to use limited resources wisely.


Thursday, November 28, 2013

The Caucasus Campaign Game 1 AAR

Started playing this game, GMT's The Caucasus Campaign. It's by Mark Simonitch, the creator of Normandy '44. Remember, in that game I was overwhelmed by the exceptions - not unusual in a game at this scale and for the genre. 

This game seems to be getting along much more smoothly.  I'm still referencing the rulebook often. But not nearly as much and I'm way more comfortable with them.  He's also released recently a game called France '40 that I'm tempted to get. He says it's more streamlined that Normandy '44.  I'm hoping that means easier.

Here's my first video, after the end of Turn 2.


Monday, June 24, 2013

Normandy '44 June 22nd AAR

Villlers Bocage is liberated!  Nice, from the Allied perspective to see this kind of progress made.  Though, it will be mighty tough to see an Allied victory at this point.  Though Utah is finally appearing to breakthrough.

Saturday, June 22, 2013

Wednesday, June 19, 2013

Normandy '44 June 18th AAR

I'm approaching a time where we'll have guests and I'm afraid I won't be able to update this daily 'cause I won't be able to get any gaming in.

Blast you allies not being able to take Caen...cue music...CAAAAAEEEEEEEN!



Monday, June 17, 2013

Sunday, June 16, 2013

Normandy '44 June 16th AAR

Continuing the battle on Father's Day:



Normandy '44 June 15th AAR

I hate to say more of the same, but let's see what's going on here:

Normandy '44 June 14th AAR

Not much to say here so, enjoy the video. The challenge when going through these by myself.  My gaming tendencies really come out.  What I mean is my play style, even though I try to do something different for each side, means it's going to end  up being a slogfest.  I should write my next 3-5 turns worth of orders (like TCS, I think) and generally stick with them.  A

Also, I should come up with some different styles of playing and try learning to play in those styles.


Friday, June 14, 2013

Normandy '44 June 13th AAR

Caen is 3/4 in the Allies' hands.  I don't think it will last (actually it doesn't, June 14th is under way and...oh we'll save that for the next update.)

Anyway, battle this turn was brutal for the attackers.  Two A1/DRs (Attacker lose a step and Defender retreat) and a couple EX (Exchanges).  And on both DRs, the defender Determined Defensed and caused the attackers to lose another step (AL result.)  It was crazy and somewhat demoralizing...and I'm playing both sides.

Carentan is a mess - the allies are racking up the Cadre units here. (if the Germans can accumulate up to 7 US or 5 CW dead 3-step units, auto victory.  US has two dead and 5 out there.  CW have 3 dead and 2-3 out there.  Must reinforce them.



I would call this a "poor man's mini monster".  It's a one mapper and there aren't tons of counters.  And the rules are fairly short.  What makes it a monster is the amount of exceptions, the number of turns, and the amount of decisions and forward thinking that is necessary. I'm not saying all these items mean something is a monster, it's just a big game to me.

And it's still taking me 1.5 hours a turn and I'm not sure why.  I should be cranking through them in 30-40 minutes.  One reason is that I'm always having to remind myself of the rules for the following:

Disrupted effects
Replacement effects
Regroup effects
When is the armor shift available and when not (not in cities - doh)
IP effects
Strongpoint effects (no armor shift there either I don't believe)
Mechanized get 1/3 movement on primary roads in overcast days (not just 1/2 as in clear days)
Where are reinforcements able to come on
Can't figure out the use of Reserves - and this is after reading the designer notes.  So I mean how to use it effectively, not how to use them rule-wise. Rules are clear enough.
and on

The good thing - I feel all is explained in the rulebook well and you can find it.  It's just a lot of flipping.  Another good thing: not a lot of markers.  It's a small pile and they're not used all that often.

Anyway, I shall plug away.

Thursday, June 13, 2013

Normandy '44 June 12th AAR

St Lo falls to the Allies!  Caen has 2 out of 4 city hexes taken by Allies. Carentan is brutal. One FJ unit lost but also a step lost for the Allies. I need to keep flooding it with troops to take it and then move beyond it.  The Omaha front is weak and the Germans have some good units coming.

As the German  I will move the Tiger into the streets of Caen to root out the Allies otherwise they will be a bear to get out.  I also have to hope for Overcast weather because it allows the Germans to move more quickly on the roads as well as not risking left hand column shifts because of the Jabo table.

If I can get two more city hexes and hold St Lo, it's an auto victory for the Allies.


Wednesday, June 12, 2013

Normandy '44 June 11th AAR

6th Airborne loses 2/3 of their force, Carentan is becoming a nasty siege fight, St Lo is threatened by the US, but the lines are weak on the side of the attack. The mini bulge created is collapsing. Caen is a slog.

Turns are taking me way longer than I thought they would as I got into it. But I'm still having fun making this GMT game happen.