Another game of PzGr today at Stephens this time a scenario Auville June 1944 pitting my defending Germans against Yanks.
German have a Stug, a Pak40, an Inf support platoon and 5 Inf platoons (although 2 of these are Ost units with no LMGs and a 50-50 chance of fleeing once enemy comes within 6") and 2 Direct Support missions.
Yanks have a rover to cross but have Assault Engineers (can also find fords across river) 3 Shermans, 4-5 (?) Inf platoons and couple of MMG armed Jeeps and an M20 A/C.
A Para platoon appears on German rear edge on game turn 8 (out of 12).
However they also get 4 Direct Fire missions, 2 General Support Missions, 2 Jabo missions and an opening 6" Naval Bombardment !!
The artillery has added 'bonus' (odd but just a game mechanism) that if it causes any Morale Test Result the units under the bombardment zone (8" x 4") are revealed from hidden/ambush in addition to any hits caused.
I had my Pak40 in Ambush but thankfully not revealed by Arty (3 Inf Platoons in/near town were).
Not as bad as first appears however as Inf in cover only visible within 18" but still would prefer to stay hidden.
Dice Demon had as always some spectacular rolls (ie double 6) even when my Pak 40 rolled a 12 he then rolled a 12 meaning damaged only not destroyed.
He then done same when my Stug hit a Sherman and failed to destroy as 12 rolled again !
I did roll a couple of 12s but sadly oh so many double 1s as ever.
Of the 2 Ost Platoons 1 stood the other fled when tested.
A close game in the end with this excellent scenario and rule set.
We played 9 out of 12 turns with Germans barely hanging on to the town objective and within 2 losses of auto break.
The Jabos took out my MMG and then later my lone Stug.
Artillery took out my Pak 40 giving the Shermans essentially carte blanche as only a single Pz Shreck left (which has only 6" range).
Our last few games have benefited greatly from increasing the amount of cover terrain we place on table, making Infantry a tad more durable.
Really like PzGr as a nice level above skirmish with comprehensive rules that give quick playing plausible WW2 games.
And another outing scheduled for Saturday at Mr Ps with his 'biggies' (Cintheaux scenario I think ?)
Historical Wargaming using Miniatures, PC & Board Games as played by Sgt Steiner
Tuesday, October 15, 2019
Tuesday, October 08, 2019
Panzer Grenadier Deluxe game
Had set up a Normandy style table for a game of Iron Cross today however changed last minute to using Panzer Grenadier Deluxe (as practice for upcoming game at Mr P’s)
No real thought to game other trying out the points system in rules as we have always done scenarios.
I took British with 3 Inf Platoons an MMG Platoon, a reduced 3” Mortar Platoon along with a Squadron of 4 Sherman’s and a single Achilles.
Stephen had an off board Artillery stonk 4 Inf Platoons and MMG Platoon and 3 Veteran Tiger 1’s.
I lost every single Initiative roll in our game and with us both arriving onboard (not best idea) his going first was killer as Quick March followed by Exploit Phase moves saw Germans move into the central town very easily with Tigers well positioned to cover all approaches.
Sherman’s refused arrive for 3 turns (they obviously did not “want to lock horns with no Tigers!”) and Achilles was dispatched by single Tiger tout suite.
My Infantry caught in cornfields which give at least limited protection but my Mortars refused to activate to fire the whole time and indeed the FOO was discovered and forced to Disengage out of sight for his Hill top position.
Just as well as the Sherman’s eventually arrived promptly losing 2 Tanks to Tiger Defensive Fire only managing to damage 1 Tiger with lucky double 6 roll.
Actually my rolls today were a wired mix of multiple double 1s (no surprise) and several yes several !! Double 6s but seemed incapable of rolling the average 7.
I do like PzGr as just has nice ‘feel’ for size of encounter it generates with well written rules and good period flavour.
No real thought to game other trying out the points system in rules as we have always done scenarios.
I took British with 3 Inf Platoons an MMG Platoon, a reduced 3” Mortar Platoon along with a Squadron of 4 Sherman’s and a single Achilles.
Stephen had an off board Artillery stonk 4 Inf Platoons and MMG Platoon and 3 Veteran Tiger 1’s.
I lost every single Initiative roll in our game and with us both arriving onboard (not best idea) his going first was killer as Quick March followed by Exploit Phase moves saw Germans move into the central town very easily with Tigers well positioned to cover all approaches.
Sherman’s refused arrive for 3 turns (they obviously did not “want to lock horns with no Tigers!”) and Achilles was dispatched by single Tiger tout suite.
My Infantry caught in cornfields which give at least limited protection but my Mortars refused to activate to fire the whole time and indeed the FOO was discovered and forced to Disengage out of sight for his Hill top position.
Just as well as the Sherman’s eventually arrived promptly losing 2 Tanks to Tiger Defensive Fire only managing to damage 1 Tiger with lucky double 6 roll.
Actually my rolls today were a wired mix of multiple double 1s (no surprise) and several yes several !! Double 6s but seemed incapable of rolling the average 7.
I do like PzGr as just has nice ‘feel’ for size of encounter it generates with well written rules and good period flavour.
Monday, October 07, 2019
Another COIN game - A Distant Plain
First outing for A Distant Plain on Sunday evening against my Dad (is there any better way to spend ones time ?) .
Whilst it has of course the 'standard' COIN system once again the protagonists and the card events are all different enough to make it a fresh experience.
Coalition are akin to US/France in other games, Government like ARVN and Taliban like VC/FLN, but all of course with some twists in operations and special activites
The Warlord faction is very different (I assume akin to Cartels in Andyan Abyss or Cuba Libre ?) being an essentially armed criminal enterprise.
They have unique (to me) dual victory condition needing to keep the population out of both Government and Taliban control but at same time building Resources (ie cold hard cash) up to a fairly high level (40+).
Took me a while to get head around how to play them as how do you husband resources whilst spending to do other stuff !
Another interesting spin in the 2 player game is that the Coalition can be paired with the Government (as we did) or the Warlords, leaving the Taliban and Government to 'marry' up.
I thought this very strange but having played I can see why as several times various Operations by one Ally royally 'screwed' the other.
Must give this one a try 4 player at some stage.
Very poor quality pics as lighting just not enough for camera phone to utilise.
Whilst it has of course the 'standard' COIN system once again the protagonists and the card events are all different enough to make it a fresh experience.
Coalition are akin to US/France in other games, Government like ARVN and Taliban like VC/FLN, but all of course with some twists in operations and special activites
The Warlord faction is very different (I assume akin to Cartels in Andyan Abyss or Cuba Libre ?) being an essentially armed criminal enterprise.
They have unique (to me) dual victory condition needing to keep the population out of both Government and Taliban control but at same time building Resources (ie cold hard cash) up to a fairly high level (40+).
Took me a while to get head around how to play them as how do you husband resources whilst spending to do other stuff !
Another interesting spin in the 2 player game is that the Coalition can be paired with the Government (as we did) or the Warlords, leaving the Taliban and Government to 'marry' up.
I thought this very strange but having played I can see why as several times various Operations by one Ally royally 'screwed' the other.
Must give this one a try 4 player at some stage.
Very poor quality pics as lighting just not enough for camera phone to utilise.
Sunday, October 06, 2019
Field Of Battle 2 (Ramillies) and Fire In The Lake games played
A grand days gaming at chez Steiner yesterday with JB, RM, SP and later SB in attendance (ie usual suspects sans Le Duc who was awol) and a brief visit from Billy.
A good days craic and banter (and weirdly a bit of knee touching the 'culprit' remaining nameless although the "I thought that was the table" excuse was paltry at best !!)
I had set up the Battle Of Ramillies using my 10mm units for Field Of Battle 2.
74 units on table with both sides split into 2 wings with a CinC (so a mere 3 commanders per side).
Marlborough was a D12+1 with a Superior deck Villeroi a D10 with average deck and both sides sub- commanders were D10 types)
Both sides fielded a mix of Average Crack and Elite troops in fairly equal proportions (36 French units vs 38 Allied).
I approximated historical terrain and allowed players to split their forces as their nominated CinC saw fit (RM and JB)
Terrain sort of compels cavalry to be on open left/right wings but I was tad surprised that French deployed on their right with no gun support (these and all nearly all foot being on their left behind Petite Gheet)
Allies deployed with British on their right as per history but they essentially refused this flank rather than cross the Petite Gheet.
Billy temporarily commanded the Allied left (as did I) then S 'the dice demon' B to the chagrin of JB & SP, although Marlborough was none too shoddy with his dice.
The Dutch horse deployed on open left flank but with a good deal of foot in support with guns in a sort of 'massed battery' opposite Ramillies (which was garrisoned by Elite troops)
As anticipated (and as in history) a huge cavalry battle ensued between Taviers and Ramillies which could have gone either way but arrival of British Horse (as per history) helped swing things in Allies favour, also forcing however the French foot to surge across the Petite Gheete in response).
The French right was imploding as their foot emerged from the boggy area around the Petite Gheete and engaged the waiting British and Dutch infantry.
After several ineffectual volleys (one or two fall backs) the British managed a couple of morale sapping (I wont describe the reactions of the French for sake of propriety !) routs and by this time the French morale pool was empty and they 'noisily' yielded the field.
Game took just under 5 hours and reached a decisive and pretty much historical conclusion with pretty much no rules queries or problems a real strength of FOB in my experience.
I hope to introduce players to it at club which it should suit well with the 4hr time slot.
Cavalry about to clash
Initial advantage to Dutch as British horse arrive (near Ramillies)
French foot cross Gheet and engage Allied foot
Then after a local Indian takeout it was on to evening game with Fire In The Lake.
I had planned to referee this one as well in order to best teach the system and control things but sadly RM had to go so I took over the ARVN from him early in proceedings.
SB was VC, SP theNVA and JB the good ol' USofA.
Played the 3 deck short scenario and a very good game it was too and pretty close in the end.
A different dynamic (obviously) when full (a couple were by this stage) complement playing game with a few dodgy deal/back stab moments.
Easy to teach the game mechanics but really down to players to digest the Op and Special Activities sheets and the interactions of choices/events/VP impact that this game presents in myriad fashion.
VC won on last Coup card (which was also very last card !) with score of 37 (+1) ARVN then on 48 (-2), NVA on 15 (-4) and US on 36 (-14) caused mainly by a massive 12 piece surge on first Coup card Commitment phase causing a 12VP drop US struggled to get back although they did fix a fairly large NVA army pretty much in place in Quang Tri.
Great game this and I hope the chaps got at least a little flavour of its playability and depth.
A good days craic and banter (and weirdly a bit of knee touching the 'culprit' remaining nameless although the "I thought that was the table" excuse was paltry at best !!)
I had set up the Battle Of Ramillies using my 10mm units for Field Of Battle 2.
74 units on table with both sides split into 2 wings with a CinC (so a mere 3 commanders per side).
Marlborough was a D12+1 with a Superior deck Villeroi a D10 with average deck and both sides sub- commanders were D10 types)
Both sides fielded a mix of Average Crack and Elite troops in fairly equal proportions (36 French units vs 38 Allied).
I approximated historical terrain and allowed players to split their forces as their nominated CinC saw fit (RM and JB)
Terrain sort of compels cavalry to be on open left/right wings but I was tad surprised that French deployed on their right with no gun support (these and all nearly all foot being on their left behind Petite Gheet)
Allies deployed with British on their right as per history but they essentially refused this flank rather than cross the Petite Gheet.
Billy temporarily commanded the Allied left (as did I) then S 'the dice demon' B to the chagrin of JB & SP, although Marlborough was none too shoddy with his dice.
The Dutch horse deployed on open left flank but with a good deal of foot in support with guns in a sort of 'massed battery' opposite Ramillies (which was garrisoned by Elite troops)
As anticipated (and as in history) a huge cavalry battle ensued between Taviers and Ramillies which could have gone either way but arrival of British Horse (as per history) helped swing things in Allies favour, also forcing however the French foot to surge across the Petite Gheete in response).
The French right was imploding as their foot emerged from the boggy area around the Petite Gheete and engaged the waiting British and Dutch infantry.
After several ineffectual volleys (one or two fall backs) the British managed a couple of morale sapping (I wont describe the reactions of the French for sake of propriety !) routs and by this time the French morale pool was empty and they 'noisily' yielded the field.
Game took just under 5 hours and reached a decisive and pretty much historical conclusion with pretty much no rules queries or problems a real strength of FOB in my experience.
I hope to introduce players to it at club which it should suit well with the 4hr time slot.
Cavalry about to clash
Initial advantage to Dutch as British horse arrive (near Ramillies)
French foot cross Gheet and engage Allied foot
Then after a local Indian takeout it was on to evening game with Fire In The Lake.
I had planned to referee this one as well in order to best teach the system and control things but sadly RM had to go so I took over the ARVN from him early in proceedings.
SB was VC, SP theNVA and JB the good ol' USofA.
Played the 3 deck short scenario and a very good game it was too and pretty close in the end.
A different dynamic (obviously) when full (a couple were by this stage) complement playing game with a few dodgy deal/back stab moments.
Easy to teach the game mechanics but really down to players to digest the Op and Special Activities sheets and the interactions of choices/events/VP impact that this game presents in myriad fashion.
VC won on last Coup card (which was also very last card !) with score of 37 (+1) ARVN then on 48 (-2), NVA on 15 (-4) and US on 36 (-14) caused mainly by a massive 12 piece surge on first Coup card Commitment phase causing a 12VP drop US struggled to get back although they did fix a fairly large NVA army pretty much in place in Quang Tri.
Great game this and I hope the chaps got at least a little flavour of its playability and depth.
Friday, October 04, 2019
Elimination Gaming Club
Had a quick visit to a new (just started up in April) wargaming club at a local Elim Church Hall hence the name Elimination Gaming Club.
Very friendly bunch with some persons I knew many moons ago and some new acquaintances whose names I have already forgotten !!
Operates most Friday nights and within 10mins drive so I certainly intend to visit as often as possible.
We ‘pensioners’ need something to do :-)
A painting station which is a very nice idea (I might actually get some painting done if I took this up)
A Rapid Fire II 1941 Eastern Front game in 15mm
A very nice 10mm game of action near Dromore during Jacobite rising. Some very pretty Pendraken figures on display in unit of 60 (!) foot and 12 mounted. Rules were War of Three Kings
Very friendly bunch with some persons I knew many moons ago and some new acquaintances whose names I have already forgotten !!
Operates most Friday nights and within 10mins drive so I certainly intend to visit as often as possible.
We ‘pensioners’ need something to do :-)
A painting station which is a very nice idea (I might actually get some painting done if I took this up)
Thursday, October 03, 2019
A Distant Plain arrives
Newest COIN acquisition arrived today, A Distant Plain Insurgency in Afghanistan.
Just set up for a solo play through with the long scenario 2003-2013.
Just set up for a solo play through with the long scenario 2003-2013.
Unsurprisingly core rules unchanged but several twists to suit the setting.
Wednesday, October 02, 2019
Sekigahara game played (and preparation for Ramillies scenario)

Played this at Stephens today (he owns a copy) and very impressed with it.
Only 6 or so pages of actual rules but a lot of strategies to learn to play well.
Combo of blocks (very nice they are too) and cards with point to point movement.
Castles and resource locations are key to winning or one can auto win by killing certain 'personalities' such as the boy Emperor (difficult as well protected) or killing either chief Daimyo.
I came very close to killing Ishida Mitsunari with army led by Tokugawa Leyasu by killing 6 deployed blocks of which he was one, but Stephen was able to deploy one extra block to save his Daiymo !!
By game end both sides were decimated but Stephen had captured more castles and won on VPs.
A very enjoyable and close game.
Hope to play this one again.
Pics not best as variable light and reflections, the game is very much prettier in reality
I also set up Ramillies scenario for a 4 player game this coming Saturday (we will also play Fire In The Lake) for which the ever excellent Piquet: Field of Battle 2 rules will be used along with my 10mm kit.
Sunday, September 29, 2019
Fire In The Lake right down to the wire

Played a cracking game of this excellent game with my Dad.
Playing the ‘short’ scenario but it went right to very last card in deck as it was last Coup card.
Any earlier revealing of this Coup card and it would have been a win for Dad with VC as they were at -10, NVA at -6 with Yanks at -5 and ARVN at -11.
However I got lucky with last two action cards as both had US then ARVN as first and second eligible so I was able to pass on one card (as VC and NVA both ineligible) then use last card denying VC and NVA any actions.
After some head scratching I managed to restore a couple of areas to COIN control (+2 for ARVN) then set two areas with Active Opposition to Neutral pushing VC total further down (judicious use of US Airlift and Train followed by ARVN limited Train and accompanying Pacify actions)
Further Pacify actions in Coup round with only 1 area falling to Agitation saw ARVN increase VPs and VC degrade theirs enough for me to win (using 2 player victory conditions)
Great game with a lot of swings of fortune and in the end a fortuitous last 3 cards for COIN factions.
Hoping to play a 4 player game this weekend which should be very interesting



Subscribe to:
Posts (Atom)













































