Monday, March 08, 2021

O Group - Cristot scenario several solo turns played (a bit wordy)

Managed to play through 5 solo turns with O Group today getting a decent delve into the rules.

Turns are split into a Command Phase wherein you roll your Battalion dice to generate available Orders and Initiative, this then leads to the Combat Phases termed firstly Offensive and then Defensive. Then finally a Regroup Phase which allows limited free actions (2 for attacker and 1 for defender) with units that were not ordered during turn.

The Command Phase starts with rolling your dice (generally 9 but can reduce) to obtain total orders for the turn. 1's are duds unless you roll 3 which causes one of your Companies to go Hesitant (reduced capabilities), 6's generate HQ orders (to a max of 6) and 2-5 generate Company Orders. There a few twists to this once 'Fubars' appear (1 for every 4 sections lost) and HQ Orders can be used to boost totals at possible cost of Initiative loss.

Initiative is then decided by a 2D6 dice-off with current HQ Order total added, with the winner  determining who takes each phase and gaining 1 extra Company Order (something I kept forgetting).

Then its into the real meat of the system with the Combat Phases.

Company (and if you wish HQ) Orders are used at varying rates to conduct actions with Company Command Orders allowing possible second actions in a given phase (but can be costly in number of Orders used).

There are several Orders (I wont list them all) as one would expect with the most used being the Fire/Move order. This allows units to Fire and Move, Move and Fire or simply Move or Fire. There are Orders to Rally, Deploy, commit Reserves and call in Mortars or Artillery.

The enemy (orders totals permitting) can react to Firing or Movement with a React Order to either fire back or attempt to Opportunity Fire at a moving target.

There are a lot of decisions to make as to how best to utilise your limited Company Orders (think 9 was most either side had in my game) combined with possible use of the HQ Orders and the Company Command Order option.

There just never seem to be enough orders to do everything you want in a turn and indeed whether to retain any for reaction purposes. Company Orders are discarded if unused unlike HQ Orders which are retained.

I managed to go through just about every order and conducted lots of Movement, Shooting, Bombarding with only exception being not having conducted any Close Combats.

Units use Tactical Bounds which simply means you declare your intended finishing position prior to moving with such movement based on rolling 2-3 dice and according to circumstances moving that amount toward destination.

The Spotting rules are rather clever with units in Cover (and some other situations) requiring the firer to roll a Spotting Dice which either generates a Spotted or Obscured result which in turn effects the possible outcomes of fire (obscured targets are harder to inflict hits upon).

Units fire by Platoon or Tank/Independent section. Again I wont spell out every action but as an example a standard Infantry Platoon of 3 sections firing small arms would roll 2 dice per section for of course 6 total (possibly adjusted up or down for moving etc) needing standard 4+ to hit. If in target in the open no spotting roll required but if in cover a separate dice is rolled with 1-3 meaning an Obscured shot and 4-6 a Spotted shot. The target Platoon/Section then rolls against its morale to save hits again based on being Spotted or Obscured. Each 'unsaved' hit generates 1 Shock marker. When a unit accumulates 2 Shock it is Hesitant, 3 it is Suppressed and any further Shock causes possible or actual KIAs. 

Indirect HE is similar but hits all Platoons within a burst circle of 4-6" radius with multiple dice eg Bttn Mortars roll 5D6 per target.

Anti-Tank firing is based on a 2D6 roll (with some adjustments) requiring 7+ to achieve a hit. A strike value is compared to an armour value with +/- difference applied to another 2D6 roll with possible outcomes of destroyed, damaged or unperturbed.

In my game I had a 75mm Pak40 which is a superior gun fire from ambush and fail miserably twice to hit Sherman target whilst a 50mm L60 standard gun hit and brewed a Firefly on second attempt.

I also 'massed' the 2 available German MG42s (MMGs) into a single Platoon instead of attaching them out. Whilst this generated a whopping 12 firing dice it made them rather vulnerable to enemy particularly Mortars.

The British attackers did accumulate 1 Fubar marker having lost 3 Infantry sections and the Firefly and this reduces your HQ Orders by 1 unless you decide to ignore the Fubar when rolling for orders but with added risk of a Company becoming Hesitant.

Several units (those MG42s in particular) took varying amounts of Shock, seeing them go Hesitant or Suppressed (if not KIA) but most were able to Rally the shock, but of course this costs an Order that cannot then be used for other tasks. The Regroup Phase can be important in this regard as Rallying is an allowed action but only if unit performed no other order in either Combat Phase.

The above is a very cursory look of the rules but suffice to say I found the rules to be very good for the level of game they are aimed at. There is a nice balance of playability vis complexity and flavour (much like authors Panzer Grenadier Deluxe set which I also like) and always plenty of interesting decisions to make every turn and phase. I like the fact that the attacker really does need a plan in order to effectively deploy his reserves and use Orders to concentrate on taking key objectives, trying to wing it will lead to wasted opportunities and frustration.

I am of course far from offay with all the possibilities and consequences inherent in the Command and Orders system. Solo play is also less than ideal to delve into the game fully as quite a lot to learn and remember and am sure I made several errors.

Probably my only negative thought is that the game by design really only works for a single Battalion versus a single Battalion (even multiplayer options simply pair off Battalions) so might be limited for historical scenarios ? There are army 'lists' with points included with these being based around a core Infantry Battalion with lots of support and reserves options which appear workable.

Very keen to try these rules in a proper face to face game (hopefully in next few months ???).

There is an excellent video of the rules in use at Storm of Steel: https://youtu.be/_rKbeiXhHp4 

NB - this video does contain a few errors in rule play most of which are noted by author but still gives a very good overview of system

And of course the Too Fat Lardies UTube channel has lots of great stuff by the author for those looking more information.




MG42s hit by 3" Mortar stonk have 2 Shock (dice) and are Hesitant (yellow puff)






British platoon has taken a farm house (a Phase Line objective) but fellow Platoon is Suppressed (red puff) and whittled down to a single section (they passed a Rout roll to stay on table)






Another platoon invests an orchard before Cristot






German left is strong with 2 deployed platoons, one still in Ambush (green puff)






A British Combat Patrol has pushed forward






Another hesitant British platoon after being caught in open by enemy Mortars







Sherman Troop appears on British right in support of B Company






British Infantry pushing towards another farm to clear enemy Combat Patrol











British platoon pushes forwards to engage MG42 unit






Second Tank Troop moves to support A Company







MG42s now suppressed as further Mortar barrage hits (green dice denotes ongoing point of aim)






German platoon appears in Cristot and has taken fire








A firm German line of defence






British Battalion HQ now sporting a Fubar marker and reduced HQ Orders







A Firefly brewed by a Pak38 


 



O Group - Cristot scenario -Deployment Phase completed

Deployment phase completed of my solo run through of introductory scenario.

O Group has an area of operations for each Company in the game so after outlining this on a map/notebook you then place your initial on table Company Command stands accordingly and/or place units in Reserve.

Attackers plan can include Phase Lines and Consolidation objectives (allowing Infantry reserves to deploy forward) 

Then you roll your Command Dice, which is the standard 9 for each side in this scenario.

These rolls generate various certain outcomes (depending on being attacker or defender) which you then use to place troops, ambushes or Combat Patrols on table and as attacker possibly cause casualties or delays on defender by virtue of an opening bombardment effect.



The Deployment rolls (Germans in black)




















The German rolls saw them gain 4 Ambushes (5/6) and could place 5 Combat Patrols (2-4), they also get extra ambushes for FOO and their Pak 40 (classed as a heavy gun).

The British could place 4 units on table (5/6), place 3 Combat Patrols (2-4) and cause casualties on defender by an opening bombardment (1).

Most units for both sides are in Reserve and so the importance of Combat Patrol placement (and any subsequent movement) is evident. Any resemblance to Patrol markers in Chain of Command is I am sure purely coincidental.

The double 1 for British saw the Germans have to remove a full Infantry Platoon (3 stands) from their OOB and lose 1 initial HQ order, had the Germans rolled any 1's their Reserves are possibly delayed. I removed a Platoon from 2nd Company, these however do not count towards overall losses for victory purposes. 

Germans deployed first placing their ambushes and Combat Patrols followed by British.

Attackers deploy up to 12" from their starting edge and defenders have a Forward Defence Line starting 24" from attackers edge.

Deployment is fairly easy to perform and some nice decisions already in the game.

Use of defined Company areas of operations (no deliberate overlapping) is bit different from most rule sets but feels rather historical and does make you have an actual battle plan rather than just winging it as one would usually do !

Obviously playing solo the use of ambushes is rather undermined but will suffice for testing purposes.





German ambushes (denoted by green puff) and CPs (blue chits) placed. 






British on start line






German right flank 1st Company area







Deployment around Cristot the ultimate British objective. 
Note on left field I have deployed the German MG42s (MMG) as a single unit instead of attaching out to Infantry Platoons







German 2nd and 3rd Company areas







The German FOO on his high vantage point. Note ambushes are usually required to be in Cover but FOO note says he can be placed anywhere which seems fine for a small 2-3 man team (not sure of I am correct in this)







British A Company deployment area to right of road








A Company deploy on the left of said road 


  












In O Group you have a Battalion Command stand as your overall HQ. 

This can be placed on or off table and denotes your HQ Orders total and presence of Battalion Mortars and Artillery Missions.


British BHQ with initial 3 HQ orders, Bttn 3" Mortars and 2 off-board Artillery Missions (chits) allowed in this scenario.













German BHQ with Bttn 81mm Mortars, 1 Artillery mission and a single HQ Order (initially 2 but 1 lost to opening bombardment)









Ready for the off.......................


Saturday, March 06, 2021

O Group preparing for first solo try

Set up the Cristot scenario included with O Group rules today using my 15mm kit.

Table size is noted a being a minimum 5’ x 4’ although I have used 6’ x 5’ 

Hoping to try a few turns with rules (still solo sadly) and give thoughts on rules as is my wont.









My interpretation of scenario map




The opposing forces


Wednesday, March 03, 2021

Lasalle 2 - online game completed

Another session with Stephen of our remote Lasalle 2 game which we managed to bring to a completion (despite much waffling about these rules and newly arrived O Group !)

Once again we found Lasalle to be a very slick and playable experience.

Russians suffered terribly in several combats but did manage to narrowly hang on for a win in the scenario.

This was partly because we had not realised that the village was worth 2 victory points not just 1 as we had thought and would more likely have seen a French assault had we known.

The third VP was in the other objective which French just failed to capture on the final (8th) game turn, they did however gain 1VP for greater 'Carnage' inflicted on Russians and the Russian Baggage was also in danger had there been another 1-2 turns to play. 








The carnage inflicted on Russians


We thoroughly enjoyed this game with Lasalle 2 both loving the MO system.

We discussed a lot about the various abstractions in the rules and its overall lack of chrome/granularity (certainly compared to many other sets) but in the end we felt it generated a fast playing and fun game.

Its Napoleonic feel might be down to the very bare bones (essentially Column, Line and Square),  and is essentially a Command oriented game with the somewhat generic troop types and grades along with very straightforward systems subsumed to the use of MO as the core.

But this very broad brush style certainly allows for a fast and slick game with plenty of decisions and ultimately rolls of dice to decide things, and to be honest none the worse for that.

Yes we would like to see (or at least we thought we would) more grades of troops, more formations (eg Close  Columns, Open Order, Skirmish) and some more tactical interactions (eg Assault Column vs Line expanded) and sometimes things like Opportunity Charges but and it is a big BUT that is not the design intent (clearly stated by Sam throughout) of this set which pares most of this stuff down to a fairly simple set of parameters with low numbers of modifiers or exceptions always leaning toward playabilty over any hint of complexity. 

And this is what gives the set its fluency and very easy to remember systems. We were both playing with just the QRS only having to refer to rules for one or two minor queries.

Probably my only real gripe is that the included lists (really only broad guidelines) are very generic and it seems one could load your OOB with large amounts of Artillery units (whether that is a good idea or not is open to question). We agreed our own limits.

We will definitely be giving these more outings in the future especially as a 'pick and play' option.












Wednesday, February 24, 2021

Lasalle 2 - face to face game - online that is

Decided to try playing an online live game with Stephen today using my iPad (via Messenger) and Lasalle 2.

And whilst a bit awkward at first and lighting not greatest, it worked fine overall and certainly more enjoyable than solo play.

I moved units and marked hits at Stephens behest and he rolled his own dice, I certainly got a decent workout walking to and fro around the table !

I selected scenario 4 'Making an Omelette' as it allowed me to set up in defence using my Russians and then Stephen commanding French to set up.

We played with Small forces (180 vs 250pts) which worked fine with 4 French attacking Brigades against 3 Russian defending Brigades.

The lists allow a very large amount of possible Artillery so we both reduced to 1 per 2 Brigades (or part thereof).

Lasalle 2 plays really smoothly and Stephen was able (like I was) to assimilate and play the rules quickly despite the limitations of my video skills. We were both using the QRS with very little reference to rules after a couple of turns. We stuck with Basic rules for first try out but think use of advanced rules would not be too onerous.

We played 5 full turns (stopping only because my iPad ran out of juice) out of the 8 scheduled and intend to complete game next week.

The Momentum system is really the heart of the game and works so very slickly and generates an enjoyable level of decision making each turn.

French (using the basic Skirmishing rules) were rolling 27 dice against my 12 so usually got extra 1-2 MO per turn.

Bombardments seemed quite powerful today especially the ability of artillery to select any available target. This saw French 'gang up' on a Russian Grenadier unit inflicting 4 Disruptions in short order and it was later destroyed by a French musket volley as I failed to Rally hits off.

Artillery is however quite brittle as destroyed after a mere 2 hits despite being harder to inflict hit upon. I lost both my batteries as deployed further forward than maybe they needed to be.

French have lost 2 units of Infantry one to a couple of devastating volleys from a unit in Line and the other a Square also volleyed to destruction.

Whilst we both felt the lists are very generic and the variety of troop grading is limited compared to other rules we did find it a fairly satisfying overall. 

Whilst rules certainly do lack a level of 'chrome' they do feel somewhat Napoleonic in terms of Maneuvering (very fast and loose away from enemy) and the interactions of the traditional Column, Line and Square.

Their low complexity certainly aided use in this video-conferencing style game.


Russians deployed 







Overview of battlefield





Russian guns to the fore and town garrisoned






The French force






View of Russian lines from French edge






French attacking Russian left wing






A unit of Russian Grenadiers has been destroyed so Hussars plugging gap.






French right refusing as their guns pound enemy 






Russian HUssars and French Dragoons 'bounce' of each other as French foot form square








French start to pressure center of Russian lines


Monday, February 22, 2021

Vassal - Combat Commander scenario completed

Another online Vassal session with Mike today completing our game of 'Hedgerows and Hand Grenades' scenario.

Game ended as a German (Mike) win over USA (moi) on second Sudden Death roll with 9 Victory Points.

Great to get a 'proper' game in during continuing lockdown and Combat Commander a super game to play via Vassal.

We are hoping to give No Retreat! The Russian Front an outing next.



The game board positions at end