Tycho and I took another trip into insane city fighting with ITR-6. This features the SS in Budapest Hungary fighting off two groups of Russians coming in from the East and West (Top and Bottom) of the map.
Once again it is just highlights since I did not have the logging on throughout the game - internet was going in and out to boot.
Late war, 20 German squads = 40 Panzerfausts in Factories (so no backblast). I was going to put these babies to use!
Next stop is "Bridge of the Seven Planets", we need to get away from Cities and late war for a bit...
Saturday, October 1, 2016
Saturday, September 3, 2016
No Retreat: The Russian Front
Played my first game of No Retreat: The Russian Front yesterday. Quick verdict - great game! I have the other two of the GMT versions as well and am looking forward to playing them and the upcoming France/Poland title as well. Plus playing this one again.
Final note - fun game, fast playing, reasonably historical. Though it is not a card driven game (card enhanced is the term I hear) the cards add a nice random element to it. You can never be sure if you opponent has a card that will allow him to move and attack, shift the defense, or a host of other things till after you declare a combat. Cards are also used to bring units back from the dead pile or to strategic move more than one a turn or to force the opponent to attack a hex they do not want to attack. Another interesting twist is that a single unit can attack more than one hex of defenders - the defender chooses which one to use as the primary target for terrain effect purposes and all of them suffer the results (this comes in really handy for the defender when they place counterblow markers - those are hexes the attacker has to attack in addition to what they chose to attack).
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| Setup for the 1941 start. |
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| End of German turn 2 (July/August) |
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| Kiev and Smolensk are taken. Odessa holds out. Panzers on the outskirsts of Moscow! |
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| Forgot to flip that one around, end of Russian Turn 2. |
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| End of German turn3 (Sept/Oct). Normally it would be mud but a card play last turn changed it to clear - not good for the Russians! |
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| End of Russian turn 3. |
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| Russian Card play causes the turn 4 (November/December) weather to be mud. This slows the panzers down but lets them fight at full strength, most likely it saved Sevastopol) |
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| Russian unit in city outside Moscow eliminated by EX result, it had to go to since it was cutting supply to units in and east of Moscow. |
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| End of Russian turn 4. To the left you can see the VP marker one space shy of the Turn 6 VP victory. |
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| End of German turn 5, first winter turn so there is a 2 left shift for any attack (which is bad news) VPs are really at 22 since we figured out the Surrendered units did not really both surrender. |
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| Germany reinforces Moscow and puts the unit to the south of it OOS. If it is not put back in supply it will surrender causing a 1vp shift to the Germans. |
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| End of Russian turn 5 and the game. |
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| What do wargamers do in nice weather - open up a window and keep on playing! |
Sunday, August 28, 2016
Fireball Forward: Brigade Box (Tiger Variant) scenario
Umpired a game of Fireball Forward yesterday. A little rusty so made some mistakes but it was a fun game. The scenario was the Brigade Box Tiger Variant from the Villers Bocage supplement. Third time playing or umpiring this one - 4 Tigers and 2 17lber AT guns, whats not to like? The miniatures are 6mm GHQ.
Sorry for the pictures - blurrier than I would like.
We are planning to give this scenario one last play through in two more weeks and then it is on to another one. These have become my favorite set of WWII miniatures rules - easy to play, with choices to make.
Sorry for the pictures - blurrier than I would like.
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| End of turn 1 |
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| German entry area is now to the left. Near the top and next to the bocage 2 251/9 halftracks take up firing positions. |
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| Left side of German entry the Tigers and a platoon enter the buildings. (has to be turn 2, infantry could not go that far so quickly) |
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| Closer view of the 251/9 halftracks. |
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| Turn 2! |
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| Another shot. |
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| The 17lber that killed the Tiger. The chit means it malfunctioned. |
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| On the German right flank the troops move up through the Orchard. |
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| Overview from German perspective. |
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| A very very fuzzy turn 3... |
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| Overview - Germans on left, UK on right. |
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| Germans continue to push up the right flank. |
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| Tigers were allowed to hide after finding out the 17lbers were not malfunctioned - hiding behind the buildings currently. |
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| German infantry back near their start area are roughly handled and break. |
We are planning to give this scenario one last play through in two more weeks and then it is on to another one. These have become my favorite set of WWII miniatures rules - easy to play, with choices to make.
Saturday, August 20, 2016
ASL scenario ITR-8 Beyond the Slaughterhouse by BFP
Quick recap of the game Tycho and I played yesterday on VASL. I asked to play a Beefy scenario after our last couple which were smaller outings - ping pong back and forth I do...
Saturday, August 6, 2016
The US Civil War comes to a close.
Lawrence and I finished up our second campaign of "The US Civil War". When we left off the CSA was on the ropes - Union forces just outside Chattanooga in strength with only 3sp in the fortified city and no LOC to the outside to bring in reinforcements. In the East Lee had been pushed out of Virginia in North (maybe south) Carolina, and in the far west things were looking better but not by much. The South had retaken most of the area but their forces were stretched thin.
This is a LONG grueling game for the south. As a player you better have fun running away and making feints since that is the majority of the southern strategy - and I still came up short at the end. The CSA was 3 to 10 points ahead on the VP chart till the last two turns and then the Union forces cracked Chattanooga. After that Atlanta will be attacked and VP smorgasbord awaits the union player. Lawrence correctly pointed out that I could use cavalry to cut supply even after the Atlanta debacle but I think that would only delay the inevitable at that point. If Atlanta had held for the one battle Sherman's forces would be demoralized and a follow up attack would take time - and face a +8 DR for the South since the fort would have been upgraded.
An excellent game, but as I have said it is grueling. The north is constantly worrying about supply and trying to catch RE Lee (and any other defense level 2 general with cavalry). The south is constantly trying to threaten the north by maneuver, to cut supply with cavalry, and to force the union to garrison ground that they take in order to slow them down.
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| Fall 1864 and the USA elections are coming up! A chance to enlighten the Northern voters of their oppression of the south! |
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| Robert E Lee and the army of Norther Virginia break away from contact with the Army of the Potomac and make a mad dash for points North chased by the AOP all the way! |
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| In the West Sherman attacks Chattanooga. (could not find a GIF of Federal troops) |
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| I conceded before any activation was done in the far west. |
This is a LONG grueling game for the south. As a player you better have fun running away and making feints since that is the majority of the southern strategy - and I still came up short at the end. The CSA was 3 to 10 points ahead on the VP chart till the last two turns and then the Union forces cracked Chattanooga. After that Atlanta will be attacked and VP smorgasbord awaits the union player. Lawrence correctly pointed out that I could use cavalry to cut supply even after the Atlanta debacle but I think that would only delay the inevitable at that point. If Atlanta had held for the one battle Sherman's forces would be demoralized and a follow up attack would take time - and face a +8 DR for the South since the fort would have been upgraded.
An excellent game, but as I have said it is grueling. The north is constantly worrying about supply and trying to catch RE Lee (and any other defense level 2 general with cavalry). The south is constantly trying to threaten the north by maneuver, to cut supply with cavalry, and to force the union to garrison ground that they take in order to slow them down.
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