Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts
Monday, May 8, 2017
Thursday, September 15, 2016
Bottom of the 9th First play
Soloed to try out the rules - home team won with two outs, bases loaded. Singled using the batter's mvp move of "No Brainer". I didn't have to roll run dice and could automatically get on base after making contact.
Should've put in the reliever because the pitcher was fatigued and was stuck on the same pitches. Lesson learned.
Should've put in the reliever because the pitcher was fatigued and was stuck on the same pitches. Lesson learned.
The game includes a small amount of bluffing, making choices of pitch type to avoid fatigue, and competing simultaneous dice rolling and being the first to roll a 5+ and say "safe" or "out". So solo play is not really possible though I was able to do it enough to understand the rules and the interactions.
Next I will try the solo version which is more a team manager concept of which I've not read the rules yet.
Components are really nice.
Verge wrens Staab singled to bring Ethan into home.
Sunday, September 4, 2016
Horsa Bridge - Heroes of Normandie AAR
Germans win 22-0.
More importantly, they keep the Brits off the bridge which means they will get reinforcements at Pegasus.
Pics are here
Labels:
AAR,
Boardgames,
Heroes of Normandie,
HoN,
Wargames,
WWII
Sunday, August 14, 2016
Saving Private Rex AAR - Heroes Of Normandie
Soloed this one as my son was helping my wife paint a room.
US victory. This game has a lot of luck, like where Rex turns up. In this case right next to the US.
That said, two troops, including a Willys were destroyed after taking possession of Rex.
Need to read up on the victory points and how those work.
Oh, Rex is the general's dog that's run away and a bunch of poor US souls have to go find him and bring him back.
Friday, August 12, 2016
Godsend - Heroes of Normandie AAR
Wrapped up first full game of Devil Pig Games' Heroes of Normandie. Played the first Scenario, Godsend. Essentially a meeting engagement wrapped in a story about two squads bumping into each other as they look for a downward parachutist with a stash of secret orders.
Fun. Lots of little rules to remember, but that means some depth.
Thursday, August 11, 2016
Heroes of Normandie Demo AAR
Played first demo (solo) game of Heroes of Normandie. (Thanks a lot AAC Dave for turning me onto this via the podcast.)
It was enjoyable. Lots of little things to think about. I know I screwed up defense and shooting and assault once.
With the cards and a live opponent, this could be a fun tense game.
I've avoided it because of the cartoony nature because it seemed irreverant. But as I thought about it and what it's purposefully trying to recreate, I got on board. Even ASL is like a movie, just without being blatant about the graphics. ASL is Saving Private Ryan and A Bridge Too Far. HoN is Where Eagles Dare, Kelly's Heroes, and Inglorious Bastards (and oh yeah, Sgt Rock and The Haunted Tank.) Does the Haunted Tank show up in this or Shadows Over Normandie?
German Victory. The Germans successfully get briefcase and take it back to base. However, leadership believes this is a rouse by the allies and don't believe a word of what it says.
Saturday, July 2, 2016
Tuesday, February 16, 2016
Decision at Elst DaE1 Ambush at Hopp AAR
Played my first game of ASLSK in a long time. This was also my second tank game. This is great solo and practice game. 3 Squads, each with a PIAT, and leader are hidden as 3 Tigers approach the town of Hopp. Germans win if they have >=1 Tiger remaining after 3 turns with at least their Main Armament still functioning.
Spoiler alert, they just did it. Last moves, two Brit squads rushed the tank and were then dispatched with the anti-personnel mines show out from the Tiger. Nasty business.
It was a fun game and reminded me why it's so much fun.
Spoiler alert, they just did it. Last moves, two Brit squads rushed the tank and were then dispatched with the anti-personnel mines show out from the Tiger. Nasty business.
It was a fun game and reminded me why it's so much fun.
For example, the pic above shows my first ever shot with a PIAT is a critical hit, Tiger taken out!
The above picture was taken so I could post a question on FB about the rules. This definitely brought up tons of rules questions. I wish these rules were electronic. I could then search them and find the answers.
This picture does remind me: This squad's PIAT broke on it's first shot and then was fixed in the next turn. The Tiger's Main Armament also malfunctioned in the same turn, but was soon fixed. That Squad's PIAT then broke and was never fixed again. It took them 3 times to pass their PAATC to get into the hex with the Tiger. They then broke and casualty reduced when the Tiger's anti-personnel mines went off.
Picture at game end. See that MG on the right. The Immobilized Tiger shot their main armament at them and the leader died. The squad then failed their first morale check and then seeing their leader die, checked morale again and they suffered a reduction in quality. They then tried rallying and casualty reduced to nothing. I'm missing a step in their sad story, but suffice to say it was a bad series of rolls.
So what started out so promising for the Brits, turned very sour, very quick.
Next up, the second scenario in the Decision at Elst game.
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.
Labels:
6mm,
AAR,
battle report,
great escape games,
Iron Cross,
miniatures,
Solo,
WWII
Thursday, November 12, 2015
ASLSK S8 Ad Hoc at Chef-Du-Pont - US Turn 1
Trying some ASLSK S8 to get back into the system after a hiatus...basically trying to determine if I want to go all in.
Anyway, US T-1: 10-2 wounds as he moves in open ground Z1 from MMG in Q6. German squad in W6 building reduces and routs to V6
Anyway, US T-1: 10-2 wounds as he moves in open ground Z1 from MMG in Q6. German squad in W6 building reduces and routs to V6
Monday, April 20, 2015
Far Away Land - Son's Opinion
I asked my 13 year old what he thought of our first Far Away Land adventure and he said, "Ok."
"I liked the Star Wars we did. There was more stuff going on and we went from place to place to place. There was talking and action."
Nice evaluation. And more on how I ran it and not the game mechanics. In yesterday's post I'd forgotten that I'd run a one off session of the beginner box set adventure with him...and his little brother helping out. I just ran it as written. I need to get back to that here. Don't be so creative sometimes.
| From faruniverse.com |
"I liked the Star Wars we did. There was more stuff going on and we went from place to place to place. There was talking and action."
Nice evaluation. And more on how I ran it and not the game mechanics. In yesterday's post I'd forgotten that I'd run a one off session of the beginner box set adventure with him...and his little brother helping out. I just ran it as written. I need to get back to that here. Don't be so creative sometimes.
Sunday, April 19, 2015
Isle of the Rat Wizard Far Away Land RPG AAR 1
1st Session Notes 4-19-15
Nimiel a bow-hunter and Quickshadow a reluctant ninja are ship wrecked on an island. They’ve told the islanders they were on their way to North ‘Merica. (We need to work on this.) They are taken in by the citizens of the only town on the island. The town is Hallo.
Marilanne Jonas Anne Smith, bearded female town nurse, is taking care of them when they wake up two days later. My son draws her out quickly and appears in the drawing to be about 10-12’ tall. I ran with it. She’s supposed to be human though.
Bor is the leader of the village and is a loud gregarious fellow. He’s immediately thrown for a loop when Nimiel accuses him of collaborating with the Rat King. This throws Bor into a fit and outrage and he storms out of the room where he’d been visiting the recovering young heroes.
Marilanne leaves the room as well and immediately Quickshadow wants to steal something. But before they can do it, Marilanne comes back into the room. Bor returns, having calmed down. However, Nimiel reveals that he accused Bor because he’d had dreams on the boat of Bor and the Rat King talking and collaborating. Nimiel notices some poison and truth serum and asks if he can have some. He also asks for his weapons.
Needless to say, Bor starts to get worked up a bit. Quickshadow, seeing that this line of conversation wasn’t going to help them, talks Bor down and says that they’ll fight for them. Bor makes them an offer. Capture a ratling, bring it back and question it on the best way to make it to the Rat King and this will prove to Bor that the heroes are not there to threaten him.
Nimiel and Quickshadow head out that night to capture a ratling. As they’re walking they hear some rustling and Quickshadow dashes off into the trees to flank what they believe to be a ratling. Nimiel stays on the trail, almost as bait, and prepares his bow by tying a rope on the end. His goal, as the ratling nears, shoot the arrow, bounce it off a tree on one side of the ratling sending it across the ratling’s path to trip it.
Using a target number of 5, he rolls a 7. In addition, as he shoots the ratling is distracted because he smells something in Quickshadow’s direction. Nimiel hits a tree, and another and starts to wrap the ratling in a maze of rope. Quickshadow jumps into action and successfully ties and binds the rattling up.
As the 60 minute session ends they are heading off to the village with the ratling prisoner.
I won’t write this detailed of session reports in the future, I’m just trying to remember all that happened. And to think of improvements for next time.
This is Far Away Land a new RPG I discovered and dig because the artwork is cool, the creator seems to have some brainwaves that I understand, the game is pretty simple (just my speed), and the world is wacky. I'm mixed on how wacky it is, because there are also consequences, characters can die and heavy things can happen.
Pacing: Need to work on this a bit. I’m slow as i learn the rules and as they throw loops for me, but I felt like it drug on a bit.
I’ve only played 2 year long campaigns plus a couple of one offs. Only GMed my boys a couple of times for quick sessions. They neither one has any experience with role playing, except for the couple of times with me. So, we’re all a little tight with it. The tightness comes from me because I’m trying to play with the rules and make it fun and fair for them.
Because we’re all new to this, i need to step back and give them some meta advice occasionally. For example, give them some ideas on what to do in a situation. They’ll talk through things and I’m not sure if they’re talking as their character or as players. I just want to make sure everyone is clear on what is happening and what they’re deciding to do. I may have this nurse be a guide for them.
More FAL factoids:
Wednesday, April 15, 2015
Save Game - Part 1
GMed part of a Fate Core Game with my son - he's playing Steve and he and Flappy Bird are supposed to find out who kidnapped the Lemon Head Pixons.
They survived,barely a gaping rift being torn into the ground.
On approaching Good's Mile Hospital Flappy Bird intimidated the Gurd with some impressive pipe flying/avoidance skills.
Once entering the hospital a very demanding office lady demanded they fill out insurance forms to see DR Chompa. They left and came back in disguised as a sick pixon. They barely made it.
Their last encounter with the Plague Clouds ended by destroying them and getting a coin (Fate Point).
So many bad rolls those "-" sides came up a bunch.
Friday, April 3, 2015
Tank on Tank Blech
I don't think I like tank on tank battles. I also don't enjoy air or naval battles that much. Mech on mech in the SF realm either. I wonder why.
I definitely enjoy the combined arms battles.
So picky.
Monday, March 30, 2015
The Mighty Endeavor II, September 11-20, 1944 AAR
September 11-20, 1944 Turn 10
2nd Free French Armored were the first to roll through Paris, the citizens were ecstatic. They rolled on to sit outside of Charlons-sur-Marne.
Allies - Struggling a little with how to handle supply lines etc. I can isolate some units to the Southeast, but it won’t matter because they’ll be out of supply.
Le Havre is now surrounded, Beauvais fell and now units are North and East of that town. Amis rolled to the outskirts of the long forest that runs North to South outside of Langres. A heavy group is outside of Langres. Couldn’t attack though because I don’t have enough strength to attack there this turn.
Would like to narrow the front a bit to stay West and North of Vosges to the Channel.
South-Little bit of progress on the front. Made a hole in the lines. Plan is to starve out the Germans in Marseilles.
Germans creating lines of defense along road to from Somme to the North, to St Quentin, Reims, Salons-sur-Marnes, Langres, to Belfort.
12SS rebuilt and put into defensive line. Holding our own in South. Will extend defense around Marseilles in the next couple of weeks.
Monday, March 23, 2015
The Mighty Endeavor September 1-10, 1944
Sept 1-10, 1944 Turn 9
Allies - Crossed the Siene by destroying a small training unit. Taking town of Rouen. 9th SS Armored Division destroyed (D3R3 Result)
Made a lot of progress to the East. Approaching Troyes, Shalon-s-Saone and Dijon.
I want the units near Shalon-s-Saone to move to the East to block supply for the units down South.
Down South the attack went … “south” and resulted in an A2 result. 1 Airborne Task Force destroyed. Aaaargh. This is going to be a tough nut to crack.
Germans
2SS Armored rebuilt and sent to Paris. This will probably be the last turn i can use Paris to place replacements.
Movement, I fell back out of Paris. Let them have it. Otherwise I risk losing 3-4 units. I’m reinforcing LeHavre just to attempt to keep a port of their hands longer.
Thursday, March 19, 2015
The Mighty Endeavor II August 21-30, 1944
August 21-30, 1944 Turn 8
Allies - supplies are hurting. Southern part of North France attack for Amis going okay. River line along Loire is looking pretty good and is now clear to Orleans. 4 Armor units try to exploit into Orleans - repulsed.
Southern Front, two German straggler units eliminated. Free French lose a step. They’ve turned their attention to Marseilles.
Germans backed up behind Seine. Will stay in Paris and duke it out - to slow them down and take advantage of ZOC.
Down South, Spreading out defenses to slow down potential flanking maneuver.
Allies are behind schedule (pronounced shed ule).
Wednesday, March 18, 2015
The Mighty Endeavor II August 11-20, 1944 AAR
11-20 August, 1944 Turn 7
Allies - South Beach landings on both beach hexes on either side of Toulon. No battles for they were uncontested beaches. Put the French on the bigger Eastern beach because they have more units to bring on.
Also used the last invastion to land north of Caen, mainly to act as a supply port for the Commonwealth forces.
Port of Brest taken, but because of the lack of construction workers, it won’t be ready for 60 days. Not cool.
St Naziare taken without commandos.
There are some nasty Germans infantry from the 276th just East of Angers giving the Amis trouble, but they’re close to being surrounded. (German note, retreat to fight another day.)
Big news for the Commonwealth - 10th SS destroyed Northwest of Evreux, opening up a gap in the German lines. (German note: Perhaps it’s time to retreat to the other side of the Seine.)
Another gap made when the FJ division in 30.09 was dispatched.
Supply lines are thin. Thin. Thin. Just enough supply rules to keep it interesting for me.
Germans in North retreated back behind rivers and Paris was filled up. German units are kept on the flanks to slow down the allied movement.
In the South, the Germans have reinforced Marseille with 39 defense factors. Other units are spread out to protect flanks. Another German is moving down to reinforce Bordeaux.
Allies are actually behind schedule. I’m not even close to being where I need to be to launch Market Garden...if i would want to do something like that.
Whoops just eliminated our picture of the map at the end of turn 7.
Tuesday, March 10, 2015
The Mighty Endeavor August 1-10, 1944 AAR
August 1-10, 1944 Turn 6
Port of Lorient taken on the peninsula. Troops outside of Brest threaten the town for the next turn.
Rennes taken as well. St Brieue and Lannion also taken.
As allies I wonder how to keep the lines intact and the best way to split forces.
Looked at some books and maps for ideas. It looks like we’re ahead of schedule. Except for the attack in the South. I think I’ll attack two beaches in the South and one more up North to get more units and supply up there.
| Need the citation for this map |
I like the idea of using the Loire as a division line or extent of operations to set up a defensive line. In addition, I’ll use te Loire to point me in the general direction of of Troyes, Langres, Belfort to the Rhine. I’ll need to launch a Southern attack to draw some German defenders and to get more supply.
| Need the citation for this map |
Speaking of that - all my beach ports are gone next turn. Lorient comes into effect on Turn 11.
| Anthony Beevor DDAY inside book cover. |
Germans are looking at the Seine as the next line of defense. They’ll use the river that is 2 hexes to the West as the first line and then back up slowly. I’m a little more curious how to handle the big open spaces to the south between the St Nazaire and Orleans.
The allies will need to worry about supply in that part of France.
Brest defenses are OOS, but since it’s a fort, they won’t need to surrender the next turn.
Monday, March 9, 2015
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