Thursday, March 17, 2016

Chain Of Command first try........................and other stuff

Been rather sparse with spare time last few weeks but did manage to get a game in today against Stephen.
We decided to try out Chain Of Command from Too Fat Lardies which I have had since publication but never tried in 'anger'.
I set up a quick table top and rolled for scenario type which yielded an attack versus defence background.
Stephen chose to use American Armoured Infantry in defence s and I chose German Panzer Grenadiers as attackers.
After rolling for support I gained 10 points and Stephens lot 3.
I picked a Stug IIIG (mainly to try vehicles) and a Flamethrower section.
Stephen selected a Sniper as his support.

We found the Patrol and Jump Off points pre-game stuff quite interesting with some thought required when placing and moving the Patrol markers.
Certainly a nice simple method to set up an encounter and to deploy units on table.

The game itself turned out to be an enjoyable and interesting time.
I was worried that with our 15mm multi-based stands on the standard 6' x 4' table there would be too much space or conversely that the units would be to constricted on deployment.
However this turned out not to not make any difference as far as we could tell as most weapons range over the whole table (as per Crossfire) anyhow with terrain being the main restriction on firing.
The systems for moving, shooting and morale are sort of standard Lardie with some twists bit the replacing the usual card system for Command by dice was a very intriguing change.
We both started with 5 Command dice but found that the Yanks having two Senior Commanders by default was a great asset with their 3 Command Initiatives combined with 9" Command radius made them very useful chaps indeed.
In hindsight I would have been much better taking a second Senior Officer as Support than the flamethrower team.
We both thought the Stug had the potential to dominate the game but as it can only activate on a roll of 3 this proved unfounded (in fact it done very little).
Initially we forget that you can combine certain dice to make higher amounts but even so the vehicle was much less useful than another Squad or Team.
I like Chain of Command dice which is a nice way to generate a sort of 'joker' event of course requiring 5s to gain these dice (1 per 6 x 5s thrown) I gained a fat zero whilst Stephen managed to generate two !
Game really hinged on us both racing to a large building on my left but as Stephen managed to roll 2 x 6s he got a continuing initiative allowing him to beat me into the building and then to shoot my Grenadiers to shreds .
Again this is a nice simple system which allows a side to hold initiative and therefore allows units to potentially activate more than once before enemy can react (use of Overwatch pr Covering Fire can offset this a tad), this reminded me in some ways of the effects of initiative flow in Piquet.

I like the system of Shock which again is a simple but effective way to measure unit morale/degradation during a game and the use of Officers to Rally it off.

Overall Force Morale is also handled fairly simply with a roll per Broken or Destroyed unit garnering 1-3 drops in morale levels (Germans started at 8 and US at 9).

Of course being a new set of rules we had one or two small queries but nothing show stopping.




The table set up (Yanks set up their Patrol markers 18" from lower edge)










US MG Team goes on Overwatch in wooded area as Stug depolys










The race to buildings begins.................................








1 point of Shock on MG Team








The erstwhile Stug......................................

































Of course despite lack of gaming time I did manage to acquire more rule sets (some via PDF)





























Also a couple of board wargames one being a 2nd edition and the other the content of a Special OPs magazine.


Saturday, February 27, 2016

Blucher with The Duc

Game of Blucher with 'The Duc' at chez Steiner.
Darren was keen to try these rules so I set up a French versus Prussian clash circa 1813/14.
Used the 'Scharnhorst' campaign maps to generate the tabletop for which we then diced for sides and as to who was attacker/defender.
Both side had five corps with Prussia fielding 24 units plus four Artillery batteries and France mustering 20 units with five batteries in support.
With Napoleon in charge the French did field a Guard Corps (4 Young Guard and 2 Guard Cavalry) a potent force in itself.
After deployment (using card system) things soon developed in a bloody attritional slog in the center between the Infantry Corps.
On Prussian left a Cavalry engagement saw both sides well depleted.
I had a second Cavalry Corps in reserve which I dispatched to this flank.
The Duc realising that his Light Cavalry Corps on my right was facing 'prepared' Infantry, sent this force through a wooded area in an effort to outflank my line.
Fortunately Blucher was able to re-direct three units of Landwehr foot to counter hemming in this flanking move.
Things got very bloody in the center with some ten or more Brigades (!) being removed and lines thinning on both sides.
At one point the Prussian looked to be dire straits with their reserves committed but the French too were gravely weakened with both sides Artillery mostly spent.
Things turned quickly on Prussian favour when my Reserve Cavalry dispatched the weakened French mounted troops allowing me to threaten an objective in the town area.
As we called a halt to proceedings after 20 plus turns the battle was now going Prussias way as with 8 Units destroyed and all their Artillery retired the French were close to breaking (10 unit morale).
The Prussian were hurt but with 7 Units destroyed they were still shy of collapse (12 unit morale).

We both enjoyed the game and once again the Blucher rules delivered a fun, plausible game.
I love the MO system which means you need to prioritize your actions each turn and the attritional nature of combat seems very much in keeping with the bloody encounter of 1813/14.
Everything just works and gels together so well.




















The dead piles



  

Monday, February 22, 2016

Lock N Load Band Of Heroes played


Nice session of three scenarios (for some reason I only took pics of two ?) of Lock N Load tactical combat system played with my Dad.
Lovely components (especially after replacing the original 'white halo' maps) and a nice playable game system.
We played two US Airbourne scenarios from Normandy and a British Airbourne at Arnhem game.








Saturday, February 20, 2016

General De Brigade game played: France vs Russia

Game at Stephens today as planned using General De Brigade rules.
I fielded a French (non-Guard) force against Russians circa 1813/14.
Stephen set up the terrain using the generation system in the rules and we diced for set-up side.
This fell nicely for Russians as it had two protected flanks with a village and a large field (both difficult terrain in GDB terms).
This allowed Russian to set up defensively and left only narrow access for my mounted arm.
Russians had three 3 model batteries one of which was heavy.
They fielded only 2 Cuirassier units but had a couple of Elite foot (Grenadiers).
French had 2 Infantry Brigades with 3 Veteran foot, 2 Line and 4 2nd Line each with a 2 gun battery.
I had two Cavalry Brigades one with a Dragoon and Cuirassier units and the other with 3 Light Cavalry units backed by a 2 gun Horse Battery.
We both had a couple of Brigade skirmishers Screens and a unit of Light Infantry each.

We had a really good game with these rules which have a lot of period flavour for this level of game (ie Divisional).
As I discovered in practice game there a lot of options with unit formations with Line, Columns, Refused Flanks, Open Order and several Skirmish options with separate Brigade Screens and Light units able to Deploy and Recall their own skirmishers.

All flows well with plausible outcomes to Shooting, Melee and Morale and straightforward movement options.

We had only a couple of queries (as a couple of things are not defined tightly enough for our understanding) but nothing we could not come to quick agreement on.
This mainly occurred with Orders and Charges limits and whether Deployed Artillery counted as a Close Order Target (we decided that in game terms they did).

Couple of minor errors we discovered during game were forgetting about Tactical Movement (really a March move) and only biggie as such was forgetting to test Brigade Morale when any unit in Brigade Dispersed/Routed.
Brigade Tests can be quite severe as essentially a 7+ (on 2D6) needed to continue otherwise Brigade Falters on a 6 and Break on a 1-5.
Of course I managed to roll a below average 5 for my first test !

We like the rules as a more tactical/involved option than say Field Of Battle or Shako but with correspondingly slower play time.
We used points system with 1250pt armies which seemed just right for 6' x 4' table.



Russian right anchored on field






Their center



Their left flank protected by village





French right wing





French center





Heavy cavalry hugs right flank






Left wing with Light Cavalry trying to outflank Russian right






Nasty Russian artillery (they caused have casualties on my approaching Infantry)




The heavy battery





Russians push forward in center late in game






Chasseurs engage a Square to try to break through (unsuccessfully)









French attack on right (I lost General here twice !!)








Cuirassier falter when trying to charge home behind the village




Casualties mounting as French come into cannister range







This Brigade broke due to poor Brigade Morale test after losing a single unit