Finished up turn 6 and played half of turn 7. Feel a little sleazy. Found out George W was in range of a cavalry unit so ran up, chased off the demoralized unit he was trying to rally and advanced in to capture him. Felt sleazy since last time a general was alone in the hex (years ago I admit) I did not see the rule saying that a VACANT hex did not include having a leader in it (only a leader is vacant but you kinda have to figure that out by putting two and two together, it is never clearly spelled out).
Saturday, January 29, 2022
Saturday, January 8, 2022
Germantown, Game 2, Turns 4.5 and 5
Saturday, December 18, 2021
Germantown game 2
Played the first three turns of Germantown and what a difference from the first game. The Brits managed to score a hit with Arty that caused an attack to go awry for the continentals and a Hessian attack on Militia has caused a problem for the continentals as well. Finally the Brits won the initiative after that fight allowing them to follow up. This point into the first game the Brits were down 7vp and on the ropes, now it is an open contest with both sides near full strength but the next few combat rolls will determine the flow for the next couple turns at least.
Saturday, November 27, 2021
Great Battles of the American Revolution: Germantown second game day
Played turns 4 and half of turn 5 (lots going on) in 3 hours today. The Redcoats are on the backfoot.
Saturday, September 25, 2021
Germantown
First three turns of Germantown from GMT's Battles of the American Revolution series. Since I was rusty I asked for the Brits in this one since they react the first few turns. Considering the number of decisions to be made by either side it would really not have made much difference.
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| Game start. |
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| Start of turn2. A lot of US reinforcements on the way this turn but Stephens is drunk so his move by random DR each turn. |
Saturday, September 4, 2021
The Dark Sands comes to an end
The game of The Dark Sands, that started with a lot of promise ends with a sour note.
Next up, a Great Battles of the American Revolution game.
Saturday, August 7, 2021
The Dark Sands Game 2 Turn 12
Got in the last chit of turn 11 and all of turn 12 today. That took 3 hours to complete.
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| The starting point. The Germans just started a combat chit when power went out last time. |
Saturday, July 17, 2021
The Dark Sands continues
Continued The Dark Sands turns 10 and part of 11. Near the end of the last chit the power went out (and I'm getting too lazy to post images). Tobruk fell easily after the Panzers came back. The front is a long line for both sides with neither having a huge advantage in chits (but the Germans having an advantage for a couple of turns). Holding onto gains is the name of the game now. Perhaps taking the Mersa Matruh for VP as well.
Monday, June 21, 2021
The Dark Sands
It is taking me nearly a month to get this in so I don't remember much and got lazy on the pictures. The Axis forces decide to pull back with the Commonwealth getting reinforced and better chits the next few turns.
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| The situation at the end of turn 9. The Axis will start getting better chits soon and in 42 the no retreat rule for Tobruk goes away making it an easier target to take. |
Saturday, June 5, 2021
The Dark Sands continues
We finished up three turns bringing us up to the start of turn 6. The Commonwealth is pushed back to El Alamein but the Axis is running on shoestring supplies. On turn 8 the Commonwealth gets a healthy dose of supply (lots of action chits) which could allow them to breakout of Tobruk and cutoff Axis supply if the Axis (me) is not careful. So far Axis losses have been extremely light with all of them being restored by replacements while Commonwealth losses have been heavy. Now does the Axis go for the knockout in two (just barely possible) or get a bit more conservative.
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| In the East the Commonwealth make a stand at El Alamein. The chits allowed them to make a hasty retreat from Mersa Matrah. |
Friday, May 21, 2021
The Dark Sands Game 2 turns 1 and 2
Actually entered this nearly a week later - so much to do lately.
We restarted The Dark Sands after I messed up the first game, badly, and the Axis had no chance. In this one bad combat results and chit draws leave the Commonwealth in a bad starting position for Rommel to come on. On the plus side they are far away...
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| The setup. Doesn't change from game to game but I still post it... |
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| First blood to the UK! (to be expected) the unit is eliminated with no Commonwealth losses. The Commonwealth rolls after this would not be good. |
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| End of turn 1. The Commonwealth is not nearly as far along as the first game. Partly that is due to my playing better but largely due to bad chit draw order and dice rolls for the Commonwealth. |
Friday, May 7, 2021
Panzer Scenario 11 Redux part 2
Martin and I continued our Panzer game. The real fun happened on Turn 7 and 8. And then we found an oops...
Saturday, May 1, 2021
The Dark Sands played by a dummy!
Lawrence and I continued our game of "The Dark Sands". This one image sums it up.
Saturday, April 24, 2021
Panzer scenario 11 redux
Finally got round to the rematch of Panzer scenario 11. Things are going better for the Russians this time around. When nobody scores a hit things are even...
Saturday, April 10, 2021
The Dark Sands continues
Played turns three and four today. A short post not due to frustration but due to too much going on. Next game day is currently set for May 1 where we hope to get in turns five, six, and seven since they are shorter turns due to a lower number of chits in play.
Saturday, April 3, 2021
Panzer Scenario 11
Finally got round to playing Panzer/MBT. I have some ASL to unlearn and some Panzer to learn!
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| First blood goes to the Russian Mortar. Able to fire without being spotted past three hexes is a big deal. An excellent roll kills a German HT. The passengers survive though. |
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| Russian positions end of turn 1. |
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| German positions end of turn 1. |
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| End of turn 2. The Germans take out a Russian gun. They are much easier to kill in Panzer then ASL... |
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| End of turn 3. No kills this turn. The Russian Mortar annoys the two Open top German vehicles at the bottom right (in the woods). It would go on to Suppress one then the other the rest of the game. |
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| End of turn 4 and things are starting to look bad. The Germans take out another Russian gun and a badly placed SU-76. |
I did learn not to fire too soon and that the guns should be IN the buildings instead of alley ways. The Germans will have to close with them to take building hexes. We are going to play this again in two weeks to see if I can put up a better fight the second time around. After that one to more scenarios and all of the optional rules we agree on.
Saturday, February 20, 2021
The Dark Sands full campaign start
Lawerence and I started our up The Dark Sands full campaign today. Even with the test game we played a couple weeks back there were still mistakes. I don't think any that are critical (since the opening turns are very scripted but still a bit annoying).
Thoughts so far.
1 - A good simulation that is easy to play.
2 - Highly scripted due to the chits and reinforcements and withdrawals are on a set schedule with no consideration of what is happening in this particular game but the scripted nature of the chits also normally helps ensure things go semi-historically (at least so far).
3 - No tracking supply points! Hurray! The action chits handle that aspect of things pretty well (at least so far - if the Germans don't get past Tobruk and still have supply limited by lower chit counts it would seem a bit strange but I don't think that will happen).
Two complete game turns completed in four hours. Not bad considering rules reading involved and this are pretty full turns in regards to number of chits to be played. Next game is set for next week. The Afrika Korps and Rommel come in and swing things back to Axis initiative.
Saturday, February 6, 2021
The Dark Sands Learning game
Lawrence and I dug out The Dark Sands for a learning game. It was different enough to be hard to "grok" just from reading the rules. We played out the first turn of the second scenario (where the Germans first arrive).
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| The setup for the scenario. |
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| End of first turn. Where did the UK go? |
It seems like this will be a nice simulation of the war in the desert. The other ones we tried were too fiddly (SCS Afrika 2) or didn't have the flavor of the campaign (The Afrikan Campaign - which also had some major rules issues). This one has no supply point tracking - that is handled by the chits available to each side each game turn, this does tend to choreograph (or railroad) the game a bit but much of what happened was outside the control of the participants so we will see how it feels. As an example - the commanders on the ground had troops constantly taken away for other theaters and it is very hard to simulate that since some of the taking away was due to success in the desert earlier...
Next game for this, the start of a full campaign, starts on the 20th.
Sunday, October 4, 2020
Normandy 44 game 2 over
Turn 6 and game over.
4 attacks with rolls of 1,5,2 and 1. The two 1 rolls were 4 to 1 attacks that would only fail on a 1. Had all I could stand and quit. If it makes me a big baby I don't give a shit.
Sunday, September 20, 2020
Normandy 44 (second playing) end of turn 5
Playing this one over VASSAL (lovely program) and have finished up turn 5. Things are looking bad for my UK troops and good for the US. If the UK can hold on and push the Germans back from the beaches it will be slog. If not it will be over soon. Lots of mistakes with the UK and a couple of bad DR (compensated by good DR on the US side) caused the mess there.








































