Monday, January 05, 2015

Combat Commander

Played the last three scenarios from the Mediterranean playbook with my father and three very different scenarios they were indeed !! 
First saw British in Holland in 1945 near Goch attacking at dusk (increasing hinderance factor) against Conscript Germans. 
Next two featured Italians against Commonwealth forces in Africa.
First was a patrol type action into no mans land between two trench lines in the sand.
Final game had Indian troops dug in on a hill being attacked by the Italians.
All the usual chaotic but throughly entetaining affairs.













Saturday, January 03, 2015

Honours Of War Rules 'Beta' Playtest SYW Prussia versus Austria

Played a game at Stephens today to properly blood my Seven Years War Prussians against his Austrian forces (which have not seen tabletop action in several years !!).
We decided to test out a set of rules that are currently in development entitled 'Honours Of War' by a Mr Keith Flint due to be produced by Osprey later this new year.
Rules are in fourth (and almost final ?) draft.
They are a fast play style set and in that regard do exactly what they say 'on the tin'.
Systems are slick and easy to pick up with shooting & melee resolved with Average dice (not used these types in ages) and very few factors.
Units are rated as Superior (Grenadiers, good Cuirassiers and Guard) Standard (most 'average' types) and Inferior (ummm.....inferior types).
There are no army lists (at least not in the draft) but units point costs are included and there are National Characteristics.
Examples are Prussians moving more efficiently when moving obliquely and Austrian having access to Superior rated Artillery.  
Units are organized into Brigades with a maximum of three Independent units per side.
Brigadiers can be 'bought' or rolled for randomly (with only Prussians then paying a small premium) to generate Dithering, Dependable or Dashing type.
These types roll each movement phase with chance to have a Steady result wherein units move normally, Poor wherein they halt with no forward moves or can be Admirable with double moves allowed (there are Feeble and Inspirational as well).
Movement and Firing is by alternating per Brigade/Independent unit after a 'dice off' to decide which side has option to go first (with Early Prussians getting a +1 modifier to a D6 roll, Austrians no change and other nations differing somewhat). 
Hits equate to casualties and morale hits and units are ok with 1-2 hits, suffer combat penalties with 3 hits, Retreat (and must Reform) with 4 hits and are 'Done For' when 5 hits.
Hits can be Rallied off automatically at rate of 1 or 2 depending on enemy proximity (except last hit).
There is no casualty removal with hits being recorded/marked, which suited our unit basing as Keith recommends units of 5 (20 figs) bases whereas ours are 3 (12 figs) bases for Infantry with Cavalry in units of 6 on 3 bases.
As long as both armies are based the same basing size is not important as far as we could discern.
This all makes for a fast flowing and decisive game and we had a very enjoyable game with these rules which we feel have great potential.

Only gripe we had was that Infantry Musket fire as written was way too powerful and we amended this to a more plausible level which was virtually identical to a 3rd draft version we found on hand.
As written we felt it was nigh impossible to get to close range never mind melee contact as musket firing (especially by Superior Grenadiers) felt more like Machine Gun fire on First day of The Somme !

Stephen just set up terrain beforehand and with hindsight there was probably too much which kind of thwarted any meaningful manouevres by either sides Mounted arm but nonetheless this was a fun experience.




















































Wednesday, December 31, 2014

More Might and Reason played before work today


Got another blast with M&R before starting late shift today.
Prussians gained upper hand pretty decisively destroying 9 Russian units for only 1 unit lost in reply ( although several badly mauled) which is a mere one from victory required. 
They did suffer the loss of the vaunted Seydlitz however after his shoring up a unit in melee.
Prussian superiority in musketry was telling (they hit on 5-6 rather than just 6) and their Mounted arm simply out diced their enemies. 
Units are destoyed in M&R if they lose all strength points or if decisively beaten in melee ie doubled score, and with several 1s rolled by Russians it was bit of a bloodbath.
Frederick can certainly be Great with M&R !!
Great fast play set of rules which gives good plausible results despite a lot of abstracted detail.
I like the way infantry must fire at least one volley at an opponent before entering melee and the test for all but agressive types (Grenadiers or Guards) to actual 'charge' home.
My only real gripe as such is that shooting is bit of a non event at times as Infantry and artillery (mounted do not fire) both require a 6 (Prussian foot a 5+) to get inflict a hit. 
This coupled with short musket ranges makes infantry a juicy target for mounted at times as Cavalry can charge 3-5 times musket range.
The command system works really well with subordinates sometimes be tardy or foolhardy.
The use of Command Dice from CiC is good method as they can add dice to subordinates command rolls and combats or rallies. 
In this scenario Frederick being great rolls 4 command dice per turn with poor old Fermor rolling only 2.
I also like the turn length and 'pulse' system meaning turn length is somewhat unpredictable (minimum of 1 pulse and maximum of 4 each turn).
A decent system to,play solo as well.






















Monday, December 29, 2014

Might and Reason initial turn played


Managed to play a full turn today. 
Forgot how good this rule set is very slick and playable.
Russians on their left managed to get first charge in against Prussian Cuirassiers but bounced off, however the Prussian forced remained Inactive and are flanked by Cissacks and Hussars.
On right Sydelitz has chased off (ie they evaded) opposing Cossacks and Hussars and his Dragoons destroyed a unit of Russian line infantry. 
Frederick has brought forward the Prussian guns and is hoping to pound the Russians across the rough ground.
Still a long way to go in this..........

















Sunday, December 28, 2014

Might & Reason set up of Zorndorf scenario


Zorndorf scenario from the excellent Might & Reason rules set up for first blooding of the Prussians. 
Hope to get a solo play through this week.






Battlegroup Panzer Grenadier Hill 112 scenario



Our wee gaming Group game played Hill 112 scenario for Battlegroup Panzer Grenadier Deluxe rules at Stevie Pollocks today using his and Richards 20mm kit (or 'biggies' as Mr Brittain calls them).
A tough scenario for the British attacking across essentially open ground towards entrenched SS.
British commanded by Stevie, Richard and yours truly against the evil Brittain brothers.
We decided to concentrate our attack on our right with bulk of forces led by Stevie and Richard with myself hold on our left. 
Churchills suffered from fire from a hidden Pak40 and two PzIVs and Infantry were disrupted by mortars and Nebelwerfer fire. 
Three Churchills brewed by rolling piss poor on damage tests with only a single loss to the Panzers on the hill.
Losses mounted for British and Commanders (ie Richard) morale collapsed and we conceded.
Great stuff and nice to use the 'biggies' for a change just like my long distant youth !