Thursday, December 30, 2021

The Southern Front, 1917ish

 Somewhere in the Italian Alps...


It's quiet and cold. But not for long. Well, it's still cold but not quiet.

Bomber squads advance on the Austrian left.

Overview of the Austrian advance.

Austrian bomber squad reaches the trench on the Austrian left.

The Austrian stormtroopers reach the trench and force the MG back in a close assault. 

The Italian leader issued a Heads Up! to help the MG crew recover a damage point and was rewarded for his effort by being struck down.

The Italian bomber squad charges the stormtrooper unit and forces them to abandon the trench.

A view down the trench line from the Italian right.

The plucky Italian bomber squad put up the most spirited defense of the game.

Things don't look good for the Italian rifle unit on the right.

Austrian MG crew at the bottom of the slope catches the Italian bomber squad in its sights, to no effect.

Another go-round for these two units!

The Austrians captured the communication trench entrance.

The Austrian rifles were sacrificed in mutual destruction with the Italian bomber squad.

The LMG squad which did virtually nothing, finally moves up to mop up the now empty trench.

*****

Rules used were Trench Hammer with the assault rules from the Expansion.

Had to look up a few rules here and there but basically after turn 2, it wasn't necessary much at all.

I don't really feel that fighting with squads makes a great deal of sense on the Southern Front, since I can't find anything that suggests that Italian units used the kind of squad specialization common on the Western Front. And while the Austrians did have stormtrooper squads, again I'm not sure that the regular infantry broke down into specialized squads even later in the war. 

That said, it IS fun and that's what I wanted. I have Burning Mountains for historical accuracy. I also have H.MG. or even Fistful of Lead : Bigger Battles or GASLIGHT for company-sized units (which probably makes the most sense).

Speaking of mountains, inspiration for the "mountain" came from Tim Gow's 32nd Battle of the Isonzo - in my case, I relied on floor cushions, empty boxes, DVD cases and my foam hills.

Monday, December 27, 2021

The Christmas Game in Pictures

Moments after the message was received, North Pole commando teams contacted Allied HQ. A coordinated force consisting of units from the Pole, England and the Soviet Union parachuted in, north of the village.

The Allied and North Pole orders of battle:

  • King Moonracer, Charlie (in the box), and the Cowboy on an Ostrich
  • Rudolph, Coach, and Clarice
  • Yukon Cornelius and the Bumble
  • A team of British paratroopers led by a time traveling party goer (one of the players had brought a Lego figure of themselves thinking this was another brick game like I ran in October. It was not, but I saw no reason to squash his enthusiasm)
  • A Soviet heavy-weapons team consisting of ATR and mortar.
Their objectives:
  1. Blow up the sleigh so it doesn't fall into German hands
  2. Find Santa
  3. Find the Reindeer
  4. Find the presents

Unfortunately, we were all too caught up in the action to get a proper set of pictures. You'll get the gist of things I think:

Note the MG team in the purple church. The black square is a patrol but the players don't know that - they just know something is moving around in the darkness and snow.

I did not anticipate the players taking control of the 88mm. I decided to allow it in the spirit of awesome and they had a blast. Pun intended.

Moonracer takes on the Stug and suffers a wound.
He fell off the table early in the game and that left his wings in this closed up look (see below for the full glory of his wings). He started life as a very plain Dollar Tree lion.

This was one of the few times the players looked in trouble. The Germans caught Rudolph in the open but were unable to wound him, only add shock tokens.

The sleigh is destroyed, and the village is in British hands. But they don't have time to stop. There's Germans to fight!

The Soviet ATR team racing to the bridge to get a shot at the now immobilized StuG.

Reinforcements finally arrive for the Germans - the dreaded SS - but they repeatedly failed to activate.

If you look middle-left, you'll see Rudolph being attacked by evil snowmen.

Snowmen are immune to everything except rocks and such. So, the player had to engage them via this target game. Every 20 points took out 1 snowman.

The ATR team arrived huffing and puffing and completely whiffed on the shot! No worries. The TNT was planted. And Yukon rescued Santa! Of course, by leaving the Bumple behind, the beast went into a rampage and attacked Charlie! (he escaped unharmed)

I just like this shot of the wounded Moonracer. (the red bead is a wound marker)

End game. The bridge blown, the StuG destroyed, Santa, the reindeer and the gifts accounted for.
It was running very late. The player who brought his Lego figure spent all of his hero points to cast a blast of Christmas Magic and convert the last objective marker into GOOD snowmen to attack the SS! It was brilliant and I was not about to say no.

The SS managed to defeat a few of the snow golems but were soon overwhelmed. 

Christmas was saved!

It was a resounding victory for the forces of good.

*******

The rules amalgamation worked OK but I think next time I'd just stick with one set or another.  That said, I played fast and loose within the constraints of the rules to allow the players to try to do whatever appealed to them. After all it was far from a serious game for serious wargamers.

I had other factions that didn't get picked - I was prepared to handle up to 8 players as you never know who might drop in. 

In the event, no one chose Sam the Snowman and I admit I was disappointed. No disrespect to Burl Ives, but his squad was way cooler. It consisted of some air dry clay rabbits and an air dry clay beaver that I made. The beaver's skills were that he could harvest trees and build defensive structures. Expect to see him appear in a game of my own because I think he's just awesome.

Moonracer in his glory, with the rabbits and the beaver.

Here is Moonracer in the early stages:

I had already started painting his mane at this point.

Had someone taken the elves, they could have planted tree turrets:

It was a lot of fun - and a lot of work to bring together and run (I had 6 players running 5 squads). All of the effort was absolutely worth it though, and I hope to make a Christmas game an annual tradition.


Friday, December 24, 2021

We've Got a Red Sleigh Down. We've Got a Red Sleigh Down.

A hush settles over the village.  

Is that ...?


Already Berlin has ordered it safeguarded back to Germany.

As it turns out, the North Pole has their own idea about what to do.

Merry Christmas to All!

Monday, December 20, 2021

Christmas Table Preview

My full focus hobby-wise for the next few days is my Christmas scenario.

Today, I took a moment to do a test layout of the table to see how far off my sketches were from reality. 

88mm AA gun - is that the one that brought Santa's sleigh down?

Overview of the entire table. Santa's sleigh will be in the village square under MG protection in the actual event.

I'm not sold on the purple "church". That one is handmade and can fit an MG crew in an elevated position under the roof. The one that came with the set that the other buildings came from is shorter, but has a better look to it and like those buildings, has vellum windows for use with an LED tea candle.

I'll ruminate on that.

I did find that for those buildings - all pre-cut cardstock - that I could opt to not assemble the roof structures and therefore figures can be placed inside. Glorious!

The only "problem" I encountered was the white blanket being significantly shorter than I realized. It just barely covers the 4' x 4' table. That meant I couldn't let it bunch and wrinkle for snow drift effect as much as I hoped.  Fortunately, it's very fuzzy as can be seen there, and there are definitely some drifts.

I have some Buffalo Snow (cotton and glitter mix I found at Michael's, a craft store chain here in the US) that I may sprinkle around on the day of the game. 

I also found I don't have enough road pieces make an X from the corners, but no matter, as dragging my fingers through the pile of the blanket leaves an appearance of a snow covered road. Well, to my eyes at least!

Overall, I'm pleased with the Christmas village on grandma's side-table vibe I'm getting from it. Tonight I play test with some of the factions I've set up for the players to use to see just how badly overpowered I've made them in the name of light-hearted fun.

Sunday, December 19, 2021

Fictional Citadel : July 9, 1943

 July, 9, 1943, PanGermania, led by the decorated General Fichte, pushed northward despite the lack of support from the exhausted Phantom and 1st Panzer Grenadier divisions. For the Soviets, only 1st Tank Corps was in good enough shape and position to respond. 

1st Panzer Grenadier (the grey 1st Inf on the map) managed to recover 1 SP for being on the baseline at the start of the turn which took them out of exhaustion. However, they were still in bad shape, so I kept them there, but moved them East for a possible flanking move later.

Early deployment - 1st and 2nd Tank Brigade advance to meet the oncoming Pan Germania. 1st Panzer Regiment and 2nd Tank Brigade engage in a shootout, with 1st Panzer Regiment coming out on top, in part due to support from PanGermania's artillery.

Systevo is quickly captured by the 1st Panzer Grenadiers. The division's pioneers make their way north to capture the woods.

On the German left, the Soviets are having a rough time, but on the right 1st Tank Brigade forces the pioneers from the woods and 3rd Tank Brigade forces 1st Panzer Grenadier to abandon the village/

Overhead view of same.

The pioneers recapture the wood but they meet multiple assaults from 1st Tank Brigade and then 3rd Tank Brigade. Once again the German artillery delivers the finishing blow and 1st Tank Brigade evaporates, leaving the Pioneers to face off with the 3rd Tank Brigade.

With 3rd Tank Brigade forced to retreat, 1st Tank Corps recon unit forced to seek shelter out of range of 1st Panzer Regiment and 1st Panzer-Jaeger Regimen, Division Commander Ouspensky orders withdrawal.

*******

This was a crushing victory for the Germans, who lost but 1 Strength Point to the 5 lost by the Soviets. Despite this impressive performance once again by PanGermania (they were not rated elite or anything like that but overall outperformed every other unit on the battlefield - friend or foe - for this campaign), I have decided to call off Fictional Citadel. 

Although1st Panzer Grenadier are at one srength point greater than exhaustion, they'd have to hang on the baseline to earn enough to possibly challenge any of the Soviet divisions. Phantom needs two more turns on the baseline before they can even advance, let alone have any real chance.

The Soviets have three units out of four exhausted, but 2nd Infantry Division is just above exhaustion, and is poised to challenge PanGermania. Even if PanGermania won that battle, the other Soviet divisions would be resupplied soon enough (it's their home turf so they have resupply advantages).  

More concerning though is that my rules don't allow exhausted units to end a turn next to a not-exhausted enemy and at the start of a turn, they must retreat from a non-exhausted enemy that moves into an adjacent space. If PanGermania wins, as they may very well do, then what follows is a game where PanGermania advances and pushes Soviet units back without any combat, in what feels like a very gamey way to "win". 

The real Operation Citadel was called off due to the allied invasion of Sicily. So, I don't feel too badly about calling of my Fictional Citadel. 

Besides, as much as I have enjoyed playing The Portable Wargame, I am itching to play a lower-level game again with this collection so I can make use of my support stands.  

I would like to return to using my 2" bases as units in and of themselves as I have done in the past. I'm thinking some Crossfire or 5Core Company Command, where I field a company, but also maybe Morschauser or Blitzkrieg Commander or David Newport's Tactical Commander (available for download via Lone Warrior), where bases are platoons and I field at most a battalion.  

I do like the grid though and The Portable Wargame, so I may come back to those for the lower level game as well. That's something I'll sort out when the time comes - I'm spoiled for choice as they say.

Tuesday, December 14, 2021

Here We Go A VASSALing

Of late, I had been lamenting my lack of time to sit down and play my hex and counter games, and in particular, Advanced Squad Leader Starter Kit (ASLSK). 

Unlike Pavlov's House, which is not hex and counter, and which I have played several times in the last few months because it can be setup and finished in under 2 hours, ASLSK takes me significantly more time on average. To compound the issue, the longer I go between sessions the more likely I have to spend additional time nose in the rules.

As you no doubt surmised from the title of this post, I have finally tried VASSAL and what a glorious thing it is!

S1: Retaking Retaking Vierville. Things aren't going well for the Americans.

For the few unfamiliar with VASSAL it lets you play board games on your computer, alone or with others, with pieces that look right. 

It is not a video game. It has no AI or anything like that. In many ways, it's not unlike what I do in Google Draw to playtest rule and scenario ideas without having to setup a table and figures. At it's core, it's just moving around shapes over an image, with dice rolling and rules. However, in VASSAL, the pieces and board look much better and the dice rolls are handled in the application (though they don't have to be).

No longer do I need to set up and finish a hex-and-counter game in a single day! I can leave board and counters in situ for days or more at a time, playing turns or even just a phase or two as time permits. 

In the ASL/SK module, many game functions are handled by the program such as flipping a counter and going under DM, reminders that on doubles when rolling on the IFT you move to the left one column for resolution, etc.

You do need to have the game's rules in order to play otherwise they're just pieces and for ASL/ASLSK you'll need the scenario sheets, too. Of course, nothing prevents you from using the pieces and maps while playing your own rules and scenarios.

In any case, the slowed down pace, and lack of looming deadline to clear off the kitchen table so it can be used for its other purposes has been a boon for increasing my enjoyment of the game.

The pros?

  • Fewer missed rules - like how a unit is destroyed if it low crawls to avoid interdiction during rout but ends up adjacent to another enemy unit. 
  • More consideration of each unit's options in each phase.
  • A solo friendly fog of war because I forget exactly what I was intending each side to do from day to day. 
  • Games can be left setup for days at a time, undisturbed by child, companion animal, or partner.
  • Tall counter stacks are at no risk of falling over onto other counter stacks whereby they would create jumbled messes of counters.

The downsides of VASSAL?

  • It is buggy, at least the ASL/ASLSK module. I crash at least once a session it seems. Save early and often!
  • It lacks the tactile delight of handling counters and moving them about the map.

The degree to which the second point is a show stopper depends on the person. I do enjoy that experience, but am willing to sacrifice it for a chance to actually play a game. 

I found this while writing this post. I cannot wait to play! (once i review the rules)

To my great joy, I discovered that there is a Burning Mountains module under the 1st edition Italian name, Inferno sugli Altipiani, 1916.  At seven hours plus to play and with its giant counter stacks that sometimes result, it will be infinitely more feasible to play it on VASSAL. Hopefully the differences between the editions in terms of counters available is not significant (I have the English edition) - VASSAL could give this game new life.

Wednesday, December 8, 2021

First Venusian Lizard Folk Unit Complete!

 Admittedly they aren't 54mm, but it's a start!

Twelve Reaper lizard warriors (ten Bones and two Dark Heaven).

In case you're wondering why the blades are periwinkle - it's part of the fiction that I'm making up in my head. Some kind of Venusian stone that the lizard people prefer.

Those are tomato stems covered in PVA in the background - they look suitably odd for the Venusian jungle. The other plants are paper or sourced from Dollar Tree plastic floral supplies.

Next up?

Probably finish off the first unit of French Foreign Legion and then finish the first unit of the Tanitians (the not Carthaginians).

Monday, December 6, 2021

The Great Game on Venus : A Non-canonical Battle

Sunday, Cloud Captain and I met up for a learning game of  Fistful of Lead: Bigger Battles and a first outing for some of the terrain he is putting together.

As neither of us is ready to field any of the Venusian forces we are working on, another battle between my Russians and British forces seemed a good choice. Cloud Captain ran the Brits and I ran the Russians (into the ground. Oh, spoiler alert!)

Overview of table and Russian deployment

The thin Khaki line.
Photo credit: Cloud Captain

The Greens go marching off into the jungle . . .

Lancers charge! The Russian gunners are ready!
Photo credit: Cloud Captain

 

We both took variations of this same exact picture. Who doesn't love the 17th? It went as well as you'd expect. The Lancers did survive though and would eventually eliminate the gun crew. Only to be eliminated by Cossack cavalry.

The Greens head further into the jungle . . .

The Whites stake out a position and decide to hold it. The British lines span an impressive distance which calls into question the table dimensions.
Photo credit: Cloud Captain

Highlanders on the advance! I do love those figures.
(This is the last photo i took before my phone died. Note: make sure your phone is charged!).

Close combat is brutal for all concerned.
Photo credit: Cloud Captain

The Cossack cavalry joins the fray.  Or tries to. They are soundly beaten.
Photo credit: Cloud Captain

The British close in - a classic pincer! I guess? Maybe? Certainly a classic ruler shot.
(My knuckle tattoos spell "Book Nerd" in case I haven't mentioned that before)
Photo credit: Cloud Captain

But wait! What happened to the Greens? This. This happened.
Total devastation when caught by the Khakis in the open.
Photo credit: Cloud Captain

Having lost their gun, their cavalry, and 80% of the Greens, the Russians conceded.
Photo credit: Cloud Captain

*****

It was great fun and one of only a handful of times I've played a wargame against another person. 

We played the basic rules and still found several points we needed to clarify - not necessarily problems with the rules but perhaps our understanding of them or our ability to locate the relevant passage (there are definitely some bits that I felt should be either more obvious or placed somewhere else).  Although we did find something that seemed like an editing error with respect to the mention of Aimed Fire, but further close review will determine that.

We also thought about some changes we might make,because that's what wargamers do, is it not? 

Hopefully we'll meet to play soon and with some native Venusians on the table too. At the very least we need to try out unit traits, leaders, and commanders.