Showing posts with label Donnerschlag. Show all posts
Showing posts with label Donnerschlag. Show all posts

Sunday, September 03, 2023

More Board Wargaming - The Russian Campaign and Donneschlag












Got another couple of solo sessions in with couple of board wargames (on a bit of a kick with cardboard warriors) one an antique another a newbie.

First up was The Russian Campaign from Avalon Hill of 1977 vintage and a game I played a few times back in the day but not for decades.

With several new versions out recently am rather tempted to upgrade so was trying to see if game still holds up.

And lo and behold it most certainly does, with simple straightforward hex and counter game play but with nice overall feeling of the campaign on Eastern Front.

Certainly old school in graphics department compared to modern stuff like No Retreat (a game I really enjoy) especially with the very dated counters and colour schemes (or lack thereof) but still a great game. 

This was one of first games I tried corner clipping but bit of a hash job on the tiny counters




















Then it was one of my latest acquisitions again Donnerschlag which is just such a fun game even solo with lovely components (marred somewhat by errata to cards and QRS) and excellent smooth gameplay.

The combat and activation cards and low complexity overall make this very playable even though combat card play not particularly solo friendly (helps to have retention span of a gnat now).







Wednesday, July 26, 2023

Donnerschlag - set up ready for solo tryout

Donnerschlag arrived and I have just completed set up ready for a try with game in ensuing few days (O Group minis game tomorrow so brushing up on those today).

Great looking game with a nice mounted map and counter with a sort 'glossy linen' feel to them.

Game from fairly new German company VUCA Simulations who have a reputation for high production values (well deserved).

As anticipated some rules errata to absorb (docs printed) but the game is on lower end of complexity scale with only 10 pages of actual rules and nothing too onerous at first blush.

The use of Activation and Combat cards looks fun.






The icy looking map






Unit counters colour coded for Formation Acitvation






Soviet defenders (the A,B & C areas are possible relief corridors to off-board Stalingrad Cauldron that Germans are trying to reach)







German and Soviet Activation and Combat cards




Monday, July 24, 2023

Stalingrad: Advance to the Volga played


Had a proper bash with new acquisition and what a tough old time it was for Germans !

To win outright (ie exceed historical outcome) they must capture every area on board (they start with 9 and there are 50) or if they can exceed 40 they have achieved the historical outcome (a draw in game terms).

Soviets can auto win of they 'force' German morale to zero from starting level of 19 but since every repulsed result causes a -1 morale drop and you lose 1 at end of each turn (you can spend Supply to push up by 1) it soon dwindles. 

When Morale is good, Germans get +1 to all attacks conversely when its low this bonus is lost and Soviets get +1 to defence, Germans do get a +1 if 3 or more units from same formation attack together, but any loss sees units Repulsed with lead unit destroyed (can be brought back with Supply expenditure) so low yield attacks are fruitless and costly.

But boy is this a hard proposition with several areas defended by some tough Soviet units of who it seems maximum strength  value is 10 with Guards tactic but usually married with +4 terrain in the high urban areas along river.

Taking several areas proved really tough as even a +3 Light Urban area can have an 8 or 9 strength defender (tactics vary) and Germans can only mass a maximum of 4 units in one zone although they can support with Supports up to number of attackers. 

The Stukas are powerful (only 3 in mix) but less so than I first thought as they are marked as -1D6 to defender which I took initially to mean Soviet threw 1 less D6 however upon actually reading rules this is 1D6 rolled to reduce Soviet defence by total rolled bit less impactful.

At start of each turn you roll for Random events and I was twice in a row effected by Operational Pause which means you roll a D6 and that many German areas must flip their units to Spent prior to action phase, I of course managed to roll a 6 twice fairly gutting offensive power. Other events reduce Artillery effect, increase Soviet defence or effect things by off-board offensives by Soviet Armies. All grist to the mill for solo player

I did take most of southern part of City but could not make a dent in northern half.

The game is as can be seen quite dice luck dependent but it is fairly quick playing and rather addictive fun and so have set up for another try this time to try several optional rules of which being able to Isolate (cut an area off from Volga) Soviet units looks most useful, others not so much.



Early stages as I make some inroads in south of city






Managed to take Grain Elevator zone (garnering a +1 morale boost for capturing High Urban areas)








Support assets accumulate at turn start but note German Morale marker is in last box of Good status) 





Soviets being forced onto river bank but way too slowly and costly



  













And in final splurge for birthday another title en-route, 'Donnerschlag' depicting failed relief effort towards Stalingrad. 

A more traditional hex and counter style game but with cards for Activation and Combat effects.

The game looks graphically awesome but am aware of its having a fairly extensive Errata/FAQ document but got at a decent price so took the plunge.