Ooops. Didn't give Wallace a retreat path and he died. King buttstomper then went on a killing spree. Have to try this again and play a bit more conservatively with Wallace.
Showing posts with label Block Game. Show all posts
Showing posts with label Block Game. Show all posts
Friday, August 21, 2020
Friday, August 14, 2020
Hammer of the Scots!
Played a few hours of Hammer of the Scots. Then the power went out. Luckily my opponent has a save of it but I have nothing to show. King butt-kicker went North in the second year and stayed for the third which we are in the middle of. Hoping to continue the game on the 21st.
Friday, July 31, 2020
Hammer of the Scots!
Lawrence and I (virtually) pulled out Hammer of the Scots yesterday. The last time we played (FTF) was years ago. My Scots got creamed both of those games but this time things are going a bit different (and I noticed some rules we got wrong that may be helping that...)
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| The start of the Braveheart scenario. Nothing exciting here - all the games start this way... |
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| The war continues next week! |
Friday, October 12, 2018
Bobby Lee Game 2
Lawrence and I played our second game of Bobby Lee, the Civil War in the east.
We really wanted to like the game but the lack of chrome with regard to leaders is a problem for us. McClellan can have up to 4 pips - in effect making him just as good as Grant when it comes to manuever - add in that a unit in a port space can get 6 reinforcement points it means that McClellan can activate 3 times and still be back at full next turn where no CSA leader can do so. As the USA commander I certainly had no qualms with having him on the board. I think Grant has a longer command range which can certainly be handy and a better combat rating (I think) but putting a leader in the front line is a desperation move. When it comes to operational Tempo the little Napoleon really IS the little Napoleon.
After seeing the oops on the naval assault I'm thinking of playing it again, yesterday we had decided to give the first version a try (Lawrence owns both). Units are not named in that version and perhaps that will make the early movement not seem strange.
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| End of Turn 1 |
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| The early fighting goes pretty normally. CSA holds to the west while the USA manuevers the CSA out of Manassas. The CSA called for a draft which is why the VP space is on 2. |
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| End of turn 2 |
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| The USA is kicked out of Mannassas but manuevers to take Aquia Station and the adjacent area. The CSA was out of activations to take it back. |
We really wanted to like the game but the lack of chrome with regard to leaders is a problem for us. McClellan can have up to 4 pips - in effect making him just as good as Grant when it comes to manuever - add in that a unit in a port space can get 6 reinforcement points it means that McClellan can activate 3 times and still be back at full next turn where no CSA leader can do so. As the USA commander I certainly had no qualms with having him on the board. I think Grant has a longer command range which can certainly be handy and a better combat rating (I think) but putting a leader in the front line is a desperation move. When it comes to operational Tempo the little Napoleon really IS the little Napoleon.
After seeing the oops on the naval assault I'm thinking of playing it again, yesterday we had decided to give the first version a try (Lawrence owns both). Units are not named in that version and perhaps that will make the early movement not seem strange.
Saturday, September 15, 2018
Bobby Lee
Lawrence and I played Bobby Lee as a learning game and we are not sure of this one. We made some mistakes (first game) that favored the Union but it seems like it would be harder on the CSA. We still have to play it again now that we looked up the items we missed the first time however.
We are going to give this another playing in October with some rules that we got incorrect before and hopefully find it a more challenging contest for the USA.
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| The setup for the game. We are playing the full campaign so it is Summer 1861. |
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| End of the first turn. |
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| End of Autumn 1861 (Johnston was defeated in battle and removed but can come back) |
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| Winter 1862 |
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| Mud slows things down but a large battle is fought between the main CSA and USA armies and the USA comes out the winner. The USA also retakes the VP city near the top of the picture. |
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| End of Spring 1862 and the game. |
We are going to give this another playing in October with some rules that we got incorrect before and hopefully find it a more challenging contest for the USA.
Monday, August 27, 2018
Commands and Colors
Saturday, May 5, 2018
Commands and Colors Epic: Mockern
Played this one today with Ken, Danny, and Kinley. Kinley and I were the French, Danny was the Russians, and Ken was the Prussians. I did not know anything in particular of the battle other than it was part of Leipzig.
Saturday, August 12, 2017
East Front Columbia Games
Lawrence and I finished up our game of East Front back in August - yup behind the times again on blogging. This would be our next to last Face to Face game before he moves away and I'm going to miss a good friend.
Looking forward to playing this one again via vassal or if I find a new FTF opponent. It is a reasonably quick playing game, Lawrence and I managed a year a day after learning it, and has enough depth to be interesting. So my list of Russian Campaign games that I like is now Russian Campaign, No Retreat: The Russian Front, and East Front. I've also purchase West Front to go along with it and may pick up Eurofront someday to try the whole war in block form, well, vassal block form...
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| Start of October 41 and CLEAR. The Germans get lucky on this first activation. |
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| Germans make a lunge for Leningrad! The bombardment unit would go there as well to help things along. |
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| Near Sevastopol the Germans are moving to cut off the city. |
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| Another shot of the board at the end of the Russian Activation. |
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| November Starts with mud. Don't remember if second impulse was snow or not. |
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| Situation at end of turn, Russians went first each time since it was snow or Mud. Leningrad still holding out since getting reinforcements there is a real bear. |
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| December 41. Russians go first again. Slow going now since the Germans are hoarding activations and the Russians are tending their wounds. |
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| Slow movement does not matter near Leningrad since the swamp would limit movement to one hex anyway. The reinforcements for the siege have arrived. |
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| January 42. |
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| Leningrad Falls! The winter slows down operations due to high costs of replacing HQ steps and the slightly slower movement. Due to this only the Leningrad operation is pushed, other HQs are rested for the month - sparing Sevastopol for now. |
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| February 42 |
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| March 42, Spring (and mud) is in the air - but first more snow... |
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| The front is pretty static this turn. Both sides are low on supply. |
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| April 42 and General Mud is out in full force. |
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| Second impulse of May 42 is clear - don't remember if first was mud or not. Next game I'll use two dice to mark this. |
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| End of June 42. |
Looking forward to playing this one again via vassal or if I find a new FTF opponent. It is a reasonably quick playing game, Lawrence and I managed a year a day after learning it, and has enough depth to be interesting. So my list of Russian Campaign games that I like is now Russian Campaign, No Retreat: The Russian Front, and East Front. I've also purchase West Front to go along with it and may pick up Eurofront someday to try the whole war in block form, well, vassal block form...
Saturday, July 15, 2017
East Front (Block Game)
Started a second game of East Front, the Columbia block game, last Saturday. We got through all of the summer with a couple of rules oops that were cleaned up. The one I remember is that HQs could move two spaces if they did not get used for combat support - I thought it was just one, this allowed the Russians to run away more quickly. Another one I noticed later (not really a goof, just did not think of the implications till later) is that a unit can only disengage to a friendly hex, that could make a very big difference in my opening moves for the next time.
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| Opening Setup - Hey that looks familiar... |
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| End of Russian turn June 41, The forces that can retreat do so, others stay in place since leaving would allow parting shots by the Germans and this way the Germans forces are slowed up a little bit. |
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| July 41 |
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| End of German first Impulse. Pushing further on. A number of Russians die from lack of supply. |
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| End of Russian first impulse. |
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| End of German second Impulse. No big breakthroughs since the Russians are trading space for time. It is using up German supply too. |
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| Russian second impulse. |
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| August 41 |
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| German first impulse, pushing forward and trying to hoard supply. Odessa is in trouble. |
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| Russian first impulse. Odessa is left a token defender (can only supply one unit when hex is contested - which it soon will be). The rest of the line pulls back where it can. |
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| German second impulse, the advance continues and Odessa falls. |
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| Russian second impulse, trading more space for more time. |
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| September 41 |
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| German first impulse, a blitz attack to get near Lenningrad (leaving that HQ only 0 supply). Elsewhere the Germans move out from Odessa and on to Moscow! (still two hexes away). |
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| Hardly any changes in the Russian impulse, supplies are minimal and space is gone. |
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| German second impulse, supplies for them are minimal as well. |
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