Saturday, January 19, 2013

DBMM Galatian vs Selecuid

Played another Dbmm game today against Stephen to give him another practice game for next weekends Munster Competition (which I am getting really miffed I cannot attend due to ongoing work issues !).
I decided to use Galatians (ie glutton for punishment) despite knowing they are up against it with the Selecuids having KnF wedges and KnX troop type to which the Celts have no real answer.
I ended up as Invader (quite becoming the Galatians) and we generated quite a lot of terrain mostly on my side.
Thankfully the Greeks set up first so I had a bit of leeway in deployment.
I had two commands with mainly Warband a command with Cv, CvI and some CvO Chariots, an Ally Thessalian (of which more later) completed my lot.
Wont detail Stephens in case enemy spies read this prior to next Saturday. Suffice to say no surprises.
As ever with Warband army it was a straightforward (in all meanings of word) advance to contact (or 'just as Mr Barker intended' as its known).
Psiloi held my Warbands up for a turn whilst enemy mounted got ready to charge. I pre-empted the Cataphract strike by charging with my Chariots and Cavalry but the outcome was predictable and my Cavalry command was soon shaken.
The Companion wedges then hit home and over course of couple of turns decimated my central warband command. Meanwhile..............over on my right my Thessalian allies had decided to be Unreliable (paid off by Greek gold !?) and refused to activate.
When my mounted command succumbed this then led to their bloody well changing side and charging erstwhile allies !! damn traitors.
This sort of stuff of course is why we like Dbmm and we just realised today that we have been playing this system for almost 6 years !!! my goodness how time flies.
I had decent Pip dice rolls today but combat rolls were usual awful standard.
A quick but enjoyable game.
Those KnF Wedges are very potent as the not counting overlaps is rather awesome.
Good luck to Stephen for Munster (some other sod will have to take pics and do a report this year).

Galatians deployed (traitors at bottom)




Selecuids arrayed




Selecuid view of Galatian lines


Traitorous sods


Galatian view of Greek lines

About to clash

About to die



Traitors spring into action attacking 'allies' in the rear......ouch



Monday, January 14, 2013

Allemagne 1813 (for those that asked to see it)

Managed to get this one laid out on table (well actually in my newly acquired Ikea poster frame and then on table) for some super model posing but no time to actually play.
But thought I would put pics up (note some are arty farty again) as several chaps had expressed great interest in this game. Components are quite nice especially the counters which all have individual illustrations on them for each Corps and Leader.
The map is tad cluttered to my eyes but the amount of spaces of course leads to plenty of options for campaigning and operations.
Brief shufty through the rules book and looks to be decent playable system with a few quirks such as tactical and event cards.
Hope to get a go with it sometime (I recall saying this about several games !!)
Of course the miniatures man within me is screaming 'Campaign' map !!



Anyway for now the photo shoot................

Overview of game and charts




The map in Glory of Greenness



Close ups (or money shots) but justice not done to counters (double click for larger versions)





Combat Commander: Europe more merry mayhem and waffle

A day off and so to war !!! at least of the cardboard variety..........................







Had another bash at two scenarios of Combat Commander: Europe with my Father and again an superb session it was too.
Both have really taken to this game with its nice balance of flavour/excitement/chaos/frustration/unpredictability/simulation and sheer damn fun (always of benefit to include that in a game I say).

First scenario played (number 6) was entitled 'Paralyzed From The West Down' (not the most PC of titles) which had me as Americans trying to wrest control of a chateau from Germans in 1944.
As you can see in first pic below a tall order for Yanks as German can defend the area pretty handily. They have a bunch of Elite types with 2 HMGs 2 LMGs and a 75mm IG plus 2 Leaders.
They also start with 5 Wire counters which act as rubble in scn being able to start in or adjacent to any chateau hex.
Yanks have also a bunch of Elite types backed by some Line Inf with 2 HMGs 2 MMGs a couple of satchel charges and then later a couple of Engineer Squads and 2 Flamethrowers ('Let 'em burn !).

The Chateau shows a Red circle on left-most hex which is the nominal Victory Hex which I targeted singularly only to suddenly realise that one must take the whole 7 hex Chateau to qualify for VPs !!
Made little odds to be honest as I could not get a sufficient run of move/advance orders to make any real push (I did try on the left where terrain masks my moves especially as Krauts did not cover opting to concentrate solely at chateau).
This lead to fairly ineffective exchanges of lead from us both (with high morale and decent cover we both were able to recover any broken units.
I only managed to take 1 hex in the end after flaming some Heinies but Sudden Death time roll ended game in Kraut favour.
Toughie for Yanks but fun trying even if the GIs were reluctant to play ball (this sort of thing can radily frustrate players used to more structured/phased games like Squad Leader but I loves it).

The chateau and its defenders



Yanks line up ready



Second scenario (number 7) was entitled 'Bessarabian Nights' (groan) and pitted an anti-Partisan sweep by Germans (father by strange quirk of fate ie demand).
Interesting set-up for this one as Russians units set up in random hexes (a mix of decent SMG troops with Militia and several Green teams with some LMGs and satchel charges and 2 Leaders) and then Huns setting up after but have to maintain a chain of adjacent units (bunch of Volksgrenadiers couple of LMGs and leaders). 
VP locations are spread all over the board and both sides get 1 secret VP chit in addition to the open options of 'hold all at 1st Sudden Death opportunity for auto win' and 'score double points for eliminating enemy'. 
Partisans have added bonus of only counting 1 move point instead of 2 per wood hex. However they have only 4 card hand as defenders to Hun 5 card Recon hand and more importantly only allowed a meagre 1 order per turn compared to Hun 3. 
This was an extremely fun game with the VP levels swaying to and fro and the Huns hoping for the Sudden Death rolls on turns 5-7 to be successful and then the Ivans crying out for same on turns 8 & 9.
On turn 10 the VP level was a 1 for Hun but a Time Event would give the Ivans 1 VP as defenders which would mean a draw. 
This meant Hun was loathe to use the tie-breaking Initiative card (can be used to force re-rolls of 'dice'). Game was decided by a Russian Hero (event generated earlier in game) moving a whopping 21 hexes (move of 7) in 3 turns and managing to get to the key victory location (made obvious as 'secret' Hun objective both by his actions and by its being revealed by an event) and take it, after having weathered volleys of lead enroute (his morale of 9 makes him hard to break). 
Huns desperately discarded whole hands of cards trying to get an Advance order to close assault the wee bugger (his firepower is rather low making him vulnerable to melee when alone). 
However this time a Time event favoured me as the Sudden Death roll ended the game. 
Great stuff to end a game that was full of move counter-move, assaults (really bloody these), events and use of foxholes and mines. 
Tension level was so high we managed to crack the corner of glass I brought to cover map (well ok it was really my elbow but sounds more dramatic)
Having good grasp of rules now our games fairly pelt along and that is now twice we have managed 2 scenarios in one evening (about 5 hours play) including set-up. 
Small maps and OOBs really help here.

Germans concentrated at start whilst Partisans all over the show



Struggle in center of board (Mines, Foxholes and Veteran counters in play)


Herewith also a bit of waffle i put on BGG ref a discussion over the frustration some players have with the CC system for those of you bored enough to read:

Combat Commander is what is from what I term the chaos or narrative school of rules systems 
When I can't draw say a required move card is it frustrating ? Yes but I also feel it represents (to my imagination) a reluctance for the PBI to get up and go/time taken to communicate and explain the actual order and that hoary old term fog of war. This also builds the narrative aspect of the game as you include the above in how the story of the game enfolds.
Personally I love this sort of stuff.

In a game just last night my Russian Hero (generated in game and another narrative point) moved a whopping 21 hexes in 3 turns, survived numerous shots from the Huns to take the key VP location. The German player desperately hoping to draw an Advance card to move into melee and retake hex and torn between need to discard to do this or try to rely on shooting alone (hard when hero has 9 morale). A sudden death time roll ended game with the hero giving Russians victory !! Super stuff full of narrative episodes, excitement, frustration, decision points, risk and plain good old fun :-)

Now a game like ASL is what i term a structured or sequenced style game. It is therefore a somewhat more predictable game as it relies on a fixed turn phase sequence the main unpredictable element being the use of dice rolls. No cards or chit pulls means every piece on board (in general terms) is capable of moving, firing or assaulting etc as the player so desires. 
There is still (again in my imagination) a strong if a tad lessened narrative element to such games just generated differently. I move my squads in their move phase to confront enemy positions which they do after suffering losses from enemy defensive fire, my leaders recover wavering units, my initial prep firing is largely ineffective damn ! Rethink....ok let's try to suppress (ie break) with MGs in prep fire, then in advance phase move into melee the enemy hexes and do them unto death. 
Whilst predictable/structured in terms of how I can plan and hopefully execute (enemy actions not withstanding) the story line still unfolds with a degree of uncertainty and excitement and again that good old fun aspect.

Both systems are IMHO excellent Infantry action games in their own ways (of course ASL includes AFVs which adds a whole other level of narrative !) and scratch similar and yet different itches in different ways.

Can't say I find one a better simulation or indeed game than other overall just different with different levels of abstraction (they are games and so inherently abstract no matter how one sees their model of so called reality) Certainly CC is simpler game with a lot less rules (by a huge factor !) but then it does not aim like SL to be as extensive a system/game. This also means that CC games tend to be quicker (we have managed to complete two scenarios per evening last two outings) than SL which is often a reason to select it as choice

I play a lot of miniatures rules as well and they too enjoy/suffer (delete as you desire) similar differences in approach with a lot of newer rule systems (IABSM/BKC etc) relying on cards or unit activations/command rolls compared to the older/traditional structured rulesets (WRG/Cmd Decision/SH etc). I must give honourable menyion here to the Piquet family of rules which embraced the chaos theory very early on (and remain among my favourite rule set)

I say play them both styles/systems and enjoy the narrative/story/ride/fun/predictability/unpredictabilty/chaos/structure I know I do :-)

Sunday, January 13, 2013

Couple new games arrive or arriving........and Infamy











A couple of new games arrived at Steiners Bunker but sadly absolutely no time to spend with them so far due to ongoing duty commitments.
Hope to get a look at them later all being well.



Jours-De-Gloire Campagne IV: Allemagne 1813 de Lutzen a Leipzig
Bit of a mouth full but a game from French (really !?) company Hexasim, publishers of Vae Victis magazine.
This is a boxed game covering 1813 campaign from battles of Lutzen to Leipzig (again really !?) an extension apparently of several magazine type games using this Days of Glory system.
My first game from Hexasim (I also like look of their Liberty Roads WWII game).
First blush (all I have time for) is very nice counters decent point to point map and nice but flimsy cards.
Rule book not too thick and nicely presented and thankfully in English despite my obvious command of French :-)
A period I am very interested in (my Prussian miniatures based around the 1813/14 period).
I got this one of a chap in Scotland via BGG and its in mint condition.





Next up Combat Commander: Mediterranean as promised (to myself anyhow).
Cunningly it looks to be more of same as Europe version (indeed I believe it's essentially the 'second half' of initial system release).
Lots of counters to punch and clip (neighbours must think I have toughest toenails in Christendom !!) several new maps and card decks.
Includes British French and Italians with the latter two also doubling for various Allied and Axis 'minor' nations.
This one I got new from Hexasim site as the Euro cost including postage was several pounds cheaper than UK supplier costs.
I confess I was as site looking at Liberty Roads and got pleasantly waylaid.........
I also found myself clipping a few counters a 0200hrs after finishing a shift !!







Also inbound from US0fA I have Fast Action Battles: The Bulge a GMT block and area style game I have had a hankering for ((there must be some form of medication to subdue this !?) but which has been out of stock in UK

















































Of course none of this helps reduce my lead mountain (cardboard mountain fast gaining height) but what the hell eh !!!???

"Infamy, infamy they've all got it in for me"

And so on a related note my notoriety has scaled new heights with one of my Blog entries re Combat Commander: Europe being linked/referenced (or maybe it was a warning against ?) by none other than than C3i OPs site (in house magazine site of GMT run by Rodger B MacGowan an artist whose box art adorns so many of my games).
Have not seen the huge royalties cheque as yet but doubtless it is in the post :-)

http://www.c3iopscenter.com/currentops/ and specifically http://www.c3iopscenter.com/currentops/?p=22499 refer.





















Thursday, January 10, 2013

Wilderness War Vassal defeat............

Just finished Vassal game of Wilderness War with Norman and my British suffered a rather crushing defeat at hands of Norman's French with their Indian lackeys.
Good game this with lots of decision points and two protagonists that appear similar but are actually somewhat diverse in aims and makeup.
British have stronger Regular forces but the terrain inland prohibits effective use of these chaps.
French commanders on the whole are just that bit better (ie easier to activate) than bulk of British counterparts and this can be key to effective campaigning and use of resources.
French have a lot of Indian tribes as allies and as such they can mount a lot of troublesome raids into British territory (Norman was unlucky with initial raids) meaning Kings men need to build plentiful Stockades and Forts (these are additionally key to mounting any meaningful campaigns into the hinterland as they secure and offer supply lines).
Loss of General Johnston early in war was bit of a disaster for Brits as he is really only conduit to use Indian tribes friendly to the Crown.
I did send Wolfe on a venture towards Quebec but failed to get enough reserves to him to mount an attack against Montcalm (cards with high enough value and a Naval symbol are required which I failed to draw often enough).
With a couple of victories in field battles and raids Norman accumulated enough Victory Points in a couple of turns to make it difficult for me to thwart him especially with poor card draws.
Fun stuff and I think this would be a very good game for a real time or face to face encounter.


Final positions at end of scenario
















Wolfe on approaches to Quebec awaiting reserve force from Louisbourg that never arrived............
















The Victory Point track in all its horror



Still have Pbem game of Paths Of Glory ongoing and am hoping Norman up for another venture onto Vassal with any game he cares to select (To the Victor the Spoils)

Sunday, January 06, 2013

Up Front on Vassal

Just finished a very interesting and fun game of Up Front on Vassal with a chap Paul Dunn (contact made through Vassal European Facebook link).
I played as Germans in the basic Meeting Of Patrols scenario versus Americans.
Never used Vassal for this and its easily 10-12 years since I played Up Front (a game I have neglected too long).
But amazing how quickly it came back (mostly) with Pauls help and a jolly nice Vassal module.
I had almost forgotten just how excellent a game this is !!
As always (and just like Combat Commander) lots of incident with this card driven system.
Paul seemed to have a factory producing barbed wire as he hit me some 3 or 4 such cards (represents all sorts of obstacles) and a Stream card.
I lost both my Squad Leaders to his shooting and 2 men to damn Snipers and then he had a couple of big Fire cards that decimated my ranks.
I did kill Yank Squad Leader and one other but conceded game being down to only four remaining Soldaten vs ten Yanks and with one less card in hand (due to leader losses).
Great fun and looking forward to another bash at it (Paul also up for other games so great to have made contact).

Screen capture from within Vassal showing end of game with my 6 man Group A wiped out !

Saturday, January 05, 2013

DBMM Roman vs Selecuid

Played a game of DBMM (first since August !!) at Stephens today.
He wanted practice for the Munster Open (Cork competition that I very very sadly cannot attend this year !!!!) at end of month.
I brought my Polybian Romans (which I intended to use at Cork) with intention to play a more defensive game than usual to give him practice against this sort of play.
He decided to use Selecuids (although he has not yet decided which of his multiple armies to field - note to opponents he is looking at at least 5 possibles !!).
I managed to setup between two hills which pretty much sat with defensive posture.
I placed two Legions beside each other between the hills and my Cavalry in rear as second line (which worked quite well)
This does however yield initiative to other side.
Game was essentially decided though by charge of the Greek Companions (KnF in wedge which never count overlapped) and the massed Phalanx (very tough to disrupt) which quickly broke my right flank command.
My mounted arm done stirling work holding the line but losses mounted to break the army.
I did have two decent chances to kill a KnX Selecuid General  but of course failed miserably although overall my dice rolls were not too bad.
A fairly quick but fun game and hopefully some food for thought for Stephen and possible army choice.


Selecuids deployed

The Romans await

The Phalanx with Companions in support

Roman Cavalry in reserve

Selecuid Cataphracts

Lines clash














Companions have broken through

Auxilia types stare each other down

Not so on the other flank

Friday, January 04, 2013

Combat Commander: Europe a second outing

Had another go with extremely entertaining game with Mon Pere tonight.
We replayed the second scenario and then the third.
Father figure was Germans both times.
First game I lost as Yanks due to Time Events coming thick and fast and a Sudden Death roll before I could get to the vital victory hex.
US artillery very much a double edged sword in the restricted Bocage causing as much damage to own side with undershorts as to the enemy !
I got two Reinforcement rolls gaining a Line unit and a good Leader.
I made much better use of Commanders for group activations n this game both or firing and movement.
Great stuff
Second game I defended behind wire with Ivan Militia (good firepower but low range).
Advancing Germans did some fearful damage with an MG42 Hmg and +2 Leader but lost couple of squads in rash melees (all or nothing affairs in CC).
Time also caught up on Huns with again first Sudden Death roll ending game in Russian favour. Lots of events in this one with a Sniper event breaking one of my Squads who were promptly executed by a Commisar event !
Russians use of Concealment actions saved them several times.
Another excellent game.
Again I got so caught up in the action I forgot to take more tan a couple of pics !!
CC Mediterranean now on order as I want to see Brits in action in this excellent system.



Americans advancing on German flank in Normandy




















Germans stymied in Russian wire

Wednesday, January 02, 2013

A Victory Denied board Wargame setup

A Victory Denied board Wargame by MMP arrived a few days ago and just managed to get it set up for a tryout over next couple of days.
Looks to be a fairly low complexity game but nice all the same.
Chit pull system to activate formations each turn with odds based combat and usual stuff like reinforcements, Luftwaffe.
Has numerous VP locations but each with hidden value which is interesting twist.
Nice map and decent counters (although bit small/fiddly for my paws)












Tuesday, January 01, 2013

Happy New Year




A very Happy New Year to all who peruse my ramblings, hope 2013 is a great year for everyone both in gaming terms and regarding that boring real life nonsense.

I have been reading several other wargamer's 2012 'round ups/retrospectives' but for myself I will only say 'Read This Blog !!' :-)
However must note the up crease this year in 'followers' which is actually rather nice to have achieved ' cult status'.

As to New Years resolutions again not something I do but I suppose I ought to try:

1. Paint more (ie actually some !) figures to reduce lead mountain to Everest size
Ha ha ha

2. Not add to lead mountain
Ha ha ha ha

3. At least try to use at least once all those rulesets bought last year
Ha ha ha ha

4. Do not buy any more rules until 3 fulfilled
Ha ha ha bloody ha

5. Try to play all those board Wargames obtained last year
Ha ha ha ha

6. Do not buy any more board Wargames until 5 fulfilled
Ha ha ha bloody ha ha ha

7. Spend less time on Wargame websites, blogs, forums, googles, etc etc etc
Ha ha ha ha ha ha ha ha

8. If all the above are even partially fulfilled (ha ha ha ha) then book appointment with Doctor re sunlight deprivation, paint inhalation, finger cramp, back ache, and dice hating syndrome (also for physical injuries sustained from 'better half' !!)

Oh and one more I almost forgot
Find out who that b*****d 'Anonymous' is that keeps spamming the blog (I have been using post Moderation of late - which is much better than that annoying Numbers and Words thingy but still moderately (groan) annoying) and once I do ' chastise 'the sod


Now you see why I resist doing resolutions...........