Sunday, December 28, 2014

Afrika 2, Turns 14.5 through 18

Continued the Afrika 2 game yesterday, I have to admit it is starting to end up a blur since the combat keeps ending up being over the same terrain.  The combat system and supply combine to favor offense over defense.  The reason is that even at the worst odds (1-4) there is a 1 in 11 chance of causing major enemy casualties, especially when combined with causing the enemy to retreat through a ZOC.  Combine that with supply being used up just be existing (or use it or lose it as I call it) and the offense is the only way to go...

End of Allied Turn 14
At the end of the last game day I was thinking the Allies were on the brink of losing, I still feel that way at the end of this day's gaming...  Back to the game, Another 6 on the replacements roll allows me to bring back the LRDG which I sent to the mountains off to the right to hinder supply and reinforcements.  The mountains are a great spot for this since it cuts the main highway and overruns are not allowed.  Just around the bend from Bardia O'Connor gets reinforced and attacks causing very little damage (all the combat rolls were below 6 if I remember correctly).  That supply point was used to supply everyone and was not sitting around to be captured.


End of Axis Turn 15
Rommel takes advantage and kills off every unit nearby save for those with O'Connor and the first SA troops in the box behind him. This might have been the only decent supply roll the Axis got during this day of gaming, otherwise the shipping was 2 points or the ports closed for repair.


End of Allied Turn 15

Another bad reinforcement roll and O'Connor decides to run.  The SA units in the box hopefully can hold out.

End of Axis Turn 16
The Axis forces try to take advantage but I think they rolled a 2 on the combat roll causing 2 Axis casualties to no allied.  Later they use Rommel to Overrun and cause a bunch of casualties (rolling and 11 I think).  Not enough to break the 1SA though.


End of Allied Turn 16  (sorry it is so blurry)

O'Connor counterattacks (after rolling a 6 for reinforcements again and bringing back LRDG yet again).  The Allies manage to knock out the two stacks of units that were not with Rommel and the single unit that was surrounding the 1SA.  He then went on to Attack Rommel directly and I don't remember exactly how that went - probably a middle result.  All in all an excellent turn for the Allies.  Darn it, now I can't whine about the dice any more!  (but I still will, I have never rolled higher than a 6 on the replacements chart and have lost roughly 12 to 14 brigades due to the chart, WHINE!!!).

End of Axis Turn 17
The Axis counterattack and manage to destroy the 1SA box, figuring this would happen I had used up all the supply there the turn before.  I believe they also attacked O'Connor but were rebuffed.


End of Allied Turn 17

O'Connor breaks the 7 Armored out of the trap they were in, destroying a couple of Axis units along the way.  Replacement rolls no higher than 6 again.  Often 4 or 5  (I only had enough to bring back the LRDG every other turn if I recall correctly).

End of Axis Turn 18
The Axis reached a bit toooo far and suffer for it.  Rommel defeated O'Connor's 7 Armored, destroying it to the last unit but than goes on to attack the box at Mersa Matruh.  This left Rommel's stack there out of supply (those white tile spacers are to help track supply movement and range...).  


End of Allied Turn 18
The Allies mop up the remainder of Rommel's forces outside of Mersa Matruh and take a breather.  Both sides are spent at this point and replacement rolls are going to be decisive, if I get a couple of good ones I will be able to bring the units right up to the front while the Axis would take a couple of turns to do so.  With so few units on the board the Axis might be able to build up some supply as well, till now he has had to hoard every supply point.

Both Allied stacks are in Boxes and the main Allied bases are in boxes as well, the Axis can not afford the supply to build them.  Ten more turns left to go in the game which will most likely take us 2 more game days to complete.  At this point the Allies are losing badly but the Axis is in no position to finish them off.

Sunday, December 21, 2014

ASL - J43, RTR in the Rain

Did you ever play a scenario knowing that you did EVERYTHING right and still lost due to crappy dice?  Well this post has nothing to do with that - I played like crap (and I will whine and say I had bad dice too, but that does not excuse playing like crap!).  My opponent, Tycho, played a solid game and easily won.

This scenario takes place in heavy rain (+1 per six hexes of distance starting with +1 at 1 to 6 hexes).  It takes place on May 23rd 1940 so grain is not effect but fields are plowed so 1.5MP to enter.

End of Allied Turn 1
 Allies move out from the J hex row using assault moves and advances with the exception of the squads at the bottom that used normal moves - they were fired on to no effect.  The mortar fires on a stack in the woods to gain ACQ.
End of Axis Turn 1
 Axis tanks move up and they take some shots, mostly ineffective though I sort of remember something happening to the guys at the bottom.  (bad memory)
End of Allied Turn 2
 I rolled a 3 on an attack but it ended up causing no damage but the sniper roll came up a 1 and my squad with the mortar is broken...  I had my tanks fire to ACQ and one of them breaks a gun. (this will become a theme).  The DM guy at the bottom did not suffer a bad result, Tycho self broke him to keep him from a bad CC situation.  In R5 the German 37L At gun opened fire not hitting anything yet.
End of Axis Turn 2
 The AT gun really shines this player turn, taking out 2 Allied tanks, Axis fire also causes an MC on the squad that was in O9 causing it to break.  Somewhere along the line I rolled another 3 - causing an MC on that squad (notice the fanatic one?) which rolled snakes (my Sniper number).  My opponent rolled a 1 for the sniper check again (2 in a row!).  I forget what damage was caused, my 9-1 leader made it through the scenario unhurt so I think it was a squad with an LMG that broke).  I then fired with my tanks again and another one rolled a 12...  (The other one actually managed to fix the gun, another theme, but was destroyed before it could take a shot).  On the plus side my guys lined up on the L hexrow fired and missed but made their own MC.
End of Allied Turn 3
 The mortar squad did not make his Rally even though he was no longer DM so I double timed a 7-0 leader over to rally him.  The tank in M8 managed to kill the tank in Q7 but I forgot about ROF being a 2 for those tanks (Impressive) so I had to use IF, did not manage to break the gun.  The tank in L6 managed to fix it's gun (2 for 2) but then rolled a 12 when trying to start.  The German tank in Q6 fires and breaks a gun...
End of Axis Turn 3
 The German fire this turn is mostly ineffective but he did break the ATR squad in N4 and the remaining squad with the 9-1 broke and routed with the 9-1 tagging along.  Oh, tank in Q6 fixed its gun (3 of 3 fixed the RPh after breaking.).  I found that the LOS from L6 to R2 is clear and take a shot hitting the turret and causing a shock result.
End of Allied Turn 4
 The gun duels continue with the German tank scoring a shock result on my tank in M8.  L6 and R2 trade shots as well, scoring another hit but it just went pling.
End of Axis Turn 4
 The tank in R2 finished off my tank in L6.  The ATR in J1 fires at the tank in Q6 and rolls snake eyes!  LOF blocked by the wall at the O4/N4 vertex, BOOOO!  The German tank in R2 finishes off the tank in L6 too.
End of Allied Turn 5
 The tank in M8 recovers from the UK and fires!  Rolling boxcars!  The line of squads fired at Q4 again causing no damage and then advanced over the wall.  They have not been hurt yet either so I can't complain (the rain really makes it hard to hurt anyone).  In S8 my squad advanced into CC but the Germans got ambush (I rolled a 2 and then he rolled a 1, sigh...).
End of Axis Turn 5
 The tank in M9, yup you guessed it, fixed the gun on the first try.  I don't remember if the German tank died from another shot or from the Shock counter.S8 fired at R8 to no effect and the 9-1 stack fired at S6 to cause them to break.  The squad in O4 was fired at and broke low crawling to O5.
End of Allied Turn 5, end of game.
Well, have to run in order to try for a win (need control of 6 buildings).  O2 fired at P2 for no effect.  O3 fires at Q4 and breaks the leader and squad (they had been exchanging fire all game).  The squad starting in M1 double timed (with leader) and was fired on by the HS in P2, the tank MGs and finally by the tank before it went down, game over at that point but I moved the tank from M8 to R3, the tank in R2 did an Intensive Fire shot and missed and then I fired, and rolled a 12...  perfect ending for this particular game.

Lots of fun and Tycho and I will be playing AP38, "Infiltrators" on New Years day.

Friday, December 5, 2014

Afrika Second Edition turns 11 to Axis half of turn 14

Continued the game of Afrika the day after my last post, only got round to putting it up on the blog today - so I have forgotten quite a bit...  Next game day should be the 27th.

End of Axis Turn 11

The Commonwealth easily manages to hold onto Bardia but the Axis put the pressure on to the supply chain up to the port, cutting it off.

End of Allied Turn 11
No shipping into Bardia so they have to use their remaining supply.  Bad roll for replacements as well (never rolling above a 6 the whole game so far).  O'Connor does launch attacks on all the adjacent units knocking out a bunch of Axis forces.


End of Axis Turn 12
Rommel cuts Bardia off from supply again, destroying another Commonwealth division in the process.  We also found out the Axis player was counting all Italian units as needing 2 supply points each - fixing that for the rest of the game helps the Axis supply situation.


End of Allied Turn 12
Bardia is open to receive supply, but the replacements roll is a 6 again and since there is no supply point in the port it cannot be used for the forces there.  Allied units move up and try to open a supply path to Bardia but are unable to do so.

End of Axis Turn 13
Axis move in to cut Bardia again, not causing as many losses to the Commonwealth this time.

End of Allied Turn 13
No supply into Bardia again, O'Connor has to retreat or breakout and chooses breakout!  No replacements yet again too.  The Commonwealth open supply to O'Connor's forces in Bardia when those forces manage to push aside the defending Axis units but the troops with O'Connor are spent (don't remember which armored division exactly).

End of Axis Turn 14

Rommel leads the attack on the Bardia survivors and destroys them.  He then leads the assault on another allied group and destroys them as well but the Axis units have taken a number of losses as well.  We stopped for the day at this point and will pick up with the Commonwealth turn 14.  Almost half way done the game and it is a nasty fight for Bardia that has lasted many months.  The Commonwealth does get a number of reinforcements this turn from the restrictions box (so they can start in Mersa Matruh) but most of them are not exploit capable - which is a major advantage in the game since it allows them to attack up to three times rather than once (Rommel and O'Connor grant this ability to units they are stacked with as well).  The Commonwealth turn will depend on the replacements received along with the O'Connor roll, either of those being bad means that a withdrawal is in order while if both are good than a counter attack may be enough to break the Axis units first.

Monday, November 24, 2014

Afrika, Turns 8 to 10

Played turns 8, 9, and 10 of Second Edition Afrika by the gamers today and will be playing again tomorrow.  The three game turns led to a seesaw battle of attrition for the most part with forces moving to attack and usually destroying the targets.

End of turn 8

The Germans moved units forward during turn 8 with plentiful supply and a couple of replacement points.  Although the Allies rolled a 3 for replacements (meaning they had to send two units away) they attacked the box that was in Fort Capuzzo and managed to destroy the forces that were there (one step loss from an overrun attack and the remaining forces destroyed in combat).  O'Conner then goes on to take Bardia for the draw!  (OK, quite a few turns left before then...)

End of Turn 9

Even without Rommel (who gets severe nasal diphtheria)  the axis counter attack.  They kill 4 allied units outright and nearly destroy the units next to Fort Capuzzo.  I can't remember what the supply situation was for the Axis this turn.  During the Allied turn the reinforcements come in and the 3 replacement points are used to bring O'Connors forces in Bardia up to strength, a roll of 2 on the replacements DR means that the 2 new units are sent away before getting off the boat...  O'Connor attacks the units next to him in overrun, then again with arty support in the combat phase, and then the one just south of him in the second exploitation phase causing a lot of damage to the Axis in the area.  The units stuck in the trap next to Fort Capuzzo use up all the supply to make sure none is available to the Axis later.

End of Turn 10
Axis shipping this turn is one point, causing sever supply strain.  They destroy the units next to Fort Capuzzo and attempt to attack Bardia - which causes losses to both sides.  They leave it surrounded.  The UK replacements roll is a 5, luckily the result ends up being no effect since this was rolled twice already.  O'Connor attacks the surrounding units and causes a lot of damage (rolled a 12 I think, D3R3 or something like that).  The NZ and Aus troops (I think they are AUS) attack a stack together and force another D3R3 result.  Since that stack had to retreat through a ZOC it took four step losses.  Finally O'Connor leads the NZ troops in a last overrun attack clearing the path to Bardia for supply (one supply point was moved to a spot where it could supply everyone when that path was opened).  The NZ troops then moved into Bardia making it impossible for the Axis to take during their turn (well, perhaps it could be but it would take a major effort and lots of luck - which both of us have been getting in spurts...).


So at the end of turn 10 the Axis are badly spent and on shoestring supply.  The Commonwealth is only better off in the supply situation.  All else being equal it is important to ATTACK in this game.  Even at 1-4 odds a roll of 10-12 is a major victory and at 1-1 or above the odds favor the attacker (in extremity of results, the best roll for 1-1 is a massive victory made even better if the defender must retreat through a ZOC while the worst result is not terrible for the attacker and the mid point roll is equal losses for each side).  Even if the Axis gets a good replacements roll they will not be able to use it for front line units since they are not adjacent to supply points while a good replacements roll will allow O'Connor to attack out of Bardia with fresh units while leaving a strong defensive force to hold it if needed.  A bad roll for either side is going to be interesting to say the least.

We managed to get three turns done in 4 hours but they were intensive turns, the next few turns should go a good bit faster since the temp is most likely going to slow down due to losses sustained these last three turns.

Saturday, November 8, 2014

Fireball Forward, Brigade Box (Tiger Variant)

Played Fireball Forward, the Brigade Box (Tiger Variant) scenario with my son today - first two turns at any rate, and plan to finish up tomorrow.  Four German Tiger tanks and two panzer grenadier companies attack two British companies supported by Sextons and 17lber AT guns.

Table Setup
The picture looks tan/brown but that is a light green sheet with all the wrinkles...  Next to the box on the right is an orchard, in the middle is woods, the stream goes the whole way across the table (ignore the fact that it does not...), and the bocage is the ones I made yesterday (Detailed in yesterdays blog post).

Closer View of the Bocage
Germans use their prep barrage
My son correctly guessed where my AT guns were setup and used his prep barrage.  One of the guns broke but the other was only suppressed.  Between the bocage and the tree line is an orchard.

Smoke was not going down wind...
Start of Turn 2 - my first two platoons (in the woods) have come off blinds (they work very well!) and fire at the Germans moving in the open, NOT doing as much damage as I would hope - but enough to hold them off.  German return fire is ineffective.

17lber Kills a Tiger

The first 17lber opens fire and kills a Tiger (just).  The total of the range dice was just enough to reach the Tiger and the hit die was exactly what was needed.  The Tiger then rolled a single 6, and single 1, and the rest were 2-5.  Seven hits stopped out of eight and a dead Tiger!  Sadly my son did well on the tank morale roll...

Another shot and Kill!
My other 17lber rallied and fired on the other visible Tiger and the same result!  17lbers are on a roll.

Germans Continue the advance
A German platoon is coming up my left side of the board and managed to run through two of my dummy blinds (most of my guys are on the table already).  My platoon in the woods manages to break them.

Situation at end of turn 2
At the end of Turn 2 I have placed my left platoon on the board and CCd the a broken squad, and the broken squad WON vs 2 fresh squads (I rolled two twos and my son a 5 so both my squads had to take morale checks).  Luckily one of my squads passed and the other ran back to the Platoon Leader.  In the woods my left most platoon's PIAT guy ran from cover behind the broken tiger (Forget how that happened, I think it was arty) and MISSED!  Now he is still sitting behind that Tiger waiting to be shot at.  On the Right I deployed my units in the building and opened fire on the Germans heading down the right side, we managed to push them back but they rallied after routing back to the leader behind the bocage.  In the middle woods my heavy squad was killed and my PIAT team is locked in melee.  Beneath the bottom of the picture in the gap between the bocage on the right and the are three sextons and over on the left behind bocage and just above the stream is a Cromwell.  Off the picture to the right I have a platoon.  A German barrage broke everyone in it save for the leader and destroyed the attached halftrack.  My leader moved up to rally two squads and I rolled four threes in a row so nobody rallied.

I'm feeling pretty good at this point, the Germans have a long way to go and with the Tigers gone it will be hard to take out the remaining allied units.

Friday, November 7, 2014

Homemade Bocage

Instead of going to Fall-In today I decided to stay home and do some terrain creation.  Clump Foliage and Bocage being the items on the agenda.

I made the clump foliage using this method shown in a youtube video, messy but it works (make sure the wife does not see you using the blender!)

https://www.youtube.com/watch?v=XOlssl5C2Pc

Here is my home made clump foliage bag.

DIY Clump Foliage
That was two different batches (done on the same day) with more blank paint added to the one.

Next up is to buy a disposable furnace filter that looks like so.
Furnace Filter

Then cut it into 3/4" (or whatever width you prefer) strips.  Below is an earlier (thicker) attempt that did not look so good.

Basic Filter.
Then take Cammo spray available at walmart and other places.  Mine were the following.
Camo Spray
In Particular I sprayed the light green first and then dark green over top.  Could have gone with the dark green only but I had more of the light.

When that dried get out the old hot glue gun (no hot glue gun!  Blasphemy!)  and hot glue the clump foliage onto the top of the cut up furnace filter.  I finished off 8 feet of bocage this evening before I got tired of burning my fingers...
Completed Bocage
The pic above shows the first two and a half feet of Bocage.  Since the weather is nice tomorrow and Sunday I plan on making more clump foliage and finishing off the rest of strips of furnace filter bocage.

One last bit - for 6mm bocage hot glue the clump foliage onto 1/2 inch wide strips of black foamcore - less work and looks great.

Sunday, November 2, 2014

Afrika Second Edition

Lawrence and I played the first 7 turns of Afrika yesterday.  We tried playing the first version twice before and found the movement values so high as to make the game unplayable.  The movement values have been halved (or more) for this second version which makes for a much better simulation in our opinions - speed on the main highway was doubled which makes up the difference when just chugging down the map but now the 2mp penalty for entering a ZOC actually means something.

Game Setup
Here is the game at start, not very exciting.  UK is to the left (in the glare...) and Italians to the right.  Things start off with Mussolini ordering an advance!

End of Game Turn 1

At the end of game turn 1 the Italians have crossed the line of death (the line above the Bardia box).  The Commonwealth is waiting to build up some supply.  A major difference with the first game is the Commonwealth supply is not as mobile, only 2 truck points in the first couple turns.
End of Game Turn 2
The Commonwealth attacks!  O'Connor leads the way (he stays on the board till a 3 or less is rolled on 2 dice, one check at the start of each turn).  Five Italian units are cut off and need to have supplied restored by the end of their turn.
End of Axis turn 3
This is actually the end of the Axis turn 3, The axis tried to attack the 1-2-12 armor unit in the pic above and rolled a 3, which mean the Axis lose 2 steps.  The 1-2-12 reigns supreme and cuts supply.  the Axis end up losing a step per unit and ends up with two out of supply single step divisions.  O'Connor thinks he can use this opportunity to drive the Italians away from Bardia and Perhaps even Tobruk but Chruchill has other plans and takes 3 infantry brigades and an armor brigade away.  The Italians are having equally bad luck with their supply situation, rolling a 1 (worst) for shipping and thus being on a shoestring.
End of Game Turn 4

End of game turn 4 and Churchill takes ANOTHER 3 Infantry brigades and another tank brigade!  Just enough left for O'connor to hold position but taking ground is out of the question.  On the plus side another random reinforcement roll of 4/5 will be considered no effect from now on - rather than losing those troops.  The Italians again roll terribly for shipping as well keeping them from reinforcing.
End of Game Turn 5

I spoke too soon!  For my reinforcement roll I rolled a 3, Churchill demands that ANOTHER 2 brigades be sent elsewhere.  I leave the New Zealanders up front in a box (defensive position) and pull the rest back.  The only consolation is that the Italians roll lousy for shipping again and can not take advantage.
End of Game Turn 6
High Command finally cuts some slack and sends some troops.  Not a lot, but better than losing them...  Italians are still in bad shape but the O'Connor can not take advantage.  Which is a problem since Rommel comes in next turn.  The LRDG has also been causing problems, skulking in the mountains to the right (and mucking up supply).
End of Game Turn 7

End of Game Turn 7, alternate view.

At the end of turn 7 Rommel has moved forward (he is under that 3-4-10) by blasting the LRDG out of the way in the Mountains.  O'Connor is still around and rolled the max replacements this turn, bring back 5 units.  This allows the CW to build a nice defensive position in front of Mersa Matrah.

So far the Axis is winning (they need to hold Bardia, Tobruk, and Benghazi at game end) so the CW has to attack but with 21 turns left to go...

Both Lawrence and I like the changes that were made to this version of the game - personally this is my goto game for North Africa now.  The main changes are that movement rates are halved (while the coastal highway was doubled), Artillery now give a column shift and can no bombard, early supply for the UK was constrained, O'Connor was added, and the Axis supply shuffle was eliminated - the Axis player was given a false choice in the first edition between using air points to help supply into Tripoli or using it on the table but the supply would just pile up in Tripoli with no way for it to be moved out.

Our next 2 games days or the Monday and Tuesday before Thanksgiving (Nov 24th and 25th).  We both have vacation we need to burn and what better way to do so?