Showing posts with label Sicily. Show all posts
Showing posts with label Sicily. Show all posts

Sunday, February 19, 2012

FAB: Siciliy

Eric's choice again, and he decided that next on the table would be the recent release from GMT, FAB: Siciliy, the second in the Fast Action Battles series, the first being FAB: Bulge, which I'm rather fond of after a couple of excellent games.

The first thing to note is that the rules have changed very little from the first game in the series. Although I hadn't played FAB:B for a year or so, the mechanisms came back quickly, and we didn't have to do much rule referring pretty quickly.

Additions to the FAB: Bulge rules are fairly minimal. Some rules for landings, and for the wobbly Italian morale, but that’s about it. Air units have been moved from distinct units to become assets, so they’re handled as part of the standard rules. Overall, pretty easy to play, and the rules are well presented, and thorough. Once you’ve been through the move/combat processes it sticks in the brain quite easily.

We spent an evening getting back into the FAB ruleset, playing the tournament scenario, then played the full campaign game over another couple of shortish evenings. Perhaps 5 hours for the full game, with a little rules confirmation and kibitzing. That first game played pretty quickly, although I was a trifle concerned that it was rather easy for the Allies to win. 

The Axis player has 8VPs at the start of the game: 5 from areas that score for both players (Termini Imerese, Caltanissetta, Catania, Val di Catania, and Niscemi); and 3 that only score for the Axis player (Syracuse, Palermo, Marsala). The Allied player has 0VPs at start. 1VP is also awarded for killing any large block, one that starts the game with 3 or more steps. The current victory level is determined by subtracting the higher score from the lower, so the Axis player starts with a net 8VP lead. So, for example, if the Allied player captures Niscemi, the score is 7VPs to 1VP, for a net Axis lead of 6VPs.

In the tournament scenario, the Allied player wins if the net score is 3VPs to the Axis player, or less, after 5 turns. Capturing Syracuse is 1VP, and Niscemi and Val di Catania are 2VPs each (1 lost by the Axis player and 1 gained by the Allied player). So, capturing those 3 areas give an Allied victory. Given that the British land in Syracuse, Niscemi is adjacent to Gela, an Allied landing area, and Val di Catania is only 2 areas from Syracuse, it doesn't appear too hard.

And indeed it wasn't. By the end of the 3rd turn (I think it was) my Allies had already done enough for the victory. The last couple of turns were just playing it out. The Allies have the stronger force, better assets, and a higher replacement rate. The Axis have a couple of good German blocks, but mostly just weak Italian garrison blocks. I don't recall any outrageous fortune on either side.

For the full campaign game we switched sides, but the outcome was pretty much the same. Requiring to get a net score in their favor to win, the Allies took Syracuse and Niscemi quickly. However, they had trouble getting into Val di Catania as I rolled like a demon with the strong forces there, rolling above average to score 5 or 6 hits in his first couple of attempts, and Eric chose to call off the attack rather than take the large losses.

By the time it fell during turn 6, Eric had also captured Caltanissetta and killed an Italian large block. That made the scores 4VPs against 4VPs, for a net 0VP, meaning Eric had 3 turns to score a single VP for the win.

There then followed 3 turns of ‘find the weak block’, which Eric totally failed at, as I successfully played a shell game. He also attacked into Catania, but, once again, I rolled well in my defenses and repulsed him each time. In the final turn it came down to Eric needing to roll 5 hits in 8 dice on a 50/50 chance in his at ton Catania. For pretty much the first time in the game he got the roll, captured Catania, as well as removing a large block, swinging the score by 3 VPs for a Decisive Victory.

I have several issues with the game.

Despite rolling like a demon for most of the game, the Axis still lost. If I’d been rolling averagely, the Allies would have captured Val di Catania, and been attacking Catania, a turn or two earlier, and won that much sooner. Eric rolled on or below average for most of the game. If he’d been on average, he would likely have killed more blocks and won that way. Yes, it was very close in the end, and Eric pretty much won with a Hail Mary, but if he'd been able to guess where my weak blocks were, and roll average on his attacks, he would have found the required VP there. The balance of luck was with the Axis, and they still lost. After just I single play I can’t say the game is unbalanced, but I’m sure not able to see how the Axis can win. They have to protect the VP areas, but doing that loses blocks, so they lose either way.

The second issue is that the game is very small. The British zone from Catania north is 1 area wide, and only 2 areas wide below that, so they have no real maneuver options. The US forces have more room to maneuver, but won’t get too far given the length of the game. Generally, the US has a choice of one or two areas to attack in, sometimes not even that. The only real choices are in the shuffling of the blocks, and how to assign assets, not in any choice of strategy.

Another issue is the VPs for large blocks losses. At the end of the game, I’ve seen it devolve into a search for the weak units for that final VP, quite common in our FAB:B games. Just feels a little off.

And that brings me to the biggest challenge I have with the game; it doesn’t cover the whole Sicily campaign, stopping about half way to the actual German withdrawal. That leaves an odd taste to the game; just as you think it’s getting interesting, it’s over. The US forces never get a real chance to drive to Palermo and capture the island; the Axis never really have to play a fighting withdrawal. The campaign just feels half done.

Overall, the FAB system works, and it’s a cool system, I like it. But Sicily just doesn’t work as well as Bulge, Not enough options, too small an area, not enough play, and it’s over before it gets interesting. I think I’d play it again, as with familiarity of the rules you can fit it into an evening, so it’s a good length, but I’d far prefer to play FAB: Bulge.

Monday, August 3, 2009

Sicily Post-Mortem

So, after all's said and done, what are my thoughts on Sicily? I'm likely rambling below, so bear with me. Mike posted a link in his last post to all the game images, so if you want to follow the progress, you've got the source material right there.

I was pretty happy when Mike suggested returning it to the table after a long layoff. The point at which we'd left the game looked pretty ambiguous as to the final victor (at least to my untrained eye) and I hate leaving things in uncertain states. That said, I knew it wasn't going to be very interesting from Mike's perspective, as the majority of his game from that point on was going to be figuring out when to flip the switch from defending to evacuating. The rest was playing defense in rough terrain while maintaining supply lines. Not all that exciting.

First off, we were rather ambitious, er, naïve, er, something in tackling the landings in our first attempt. I can pretty much guarantee rules were botched during that. There are some unique features in nearly every OCS game, but the amphibious assault rules are by far the most extensive, and cause repercussions throughout the remainder of the campaign. Get off to a slow start, and you'll have trouble winning.

That said, running the landings was very instructive from my side as the Allies. I attempted to use the historical setup and initial goals as much as possible. Of course no plan survives first contact with the enemy and this was no exception. This game will certainly teach you how to keep separation in your multi-unit formations. I'd have to go back and look at some of the pictures, but my recollection was that I spent a turn or even three early on doing a lot of reorganization work separating my divisions that had been jumbled during the landings.

I had general “this is this group's first objective” strategies, but more detail would have been better. I'd even recommend printing out a copy of the map (extracted from the Vassal module) and drawing out planned advances for each division after the landings. In fact, I'd recommend doing that before starting any OCS campaign as the attacker. Not only does it make the game go faster (as you know what you're attempting to do) but it forces you to learn your available forces early.

The quickest way to lose a wargame is to not have a plan. Even a bad plan is better than no plan.

It is amazing to me how much more I felt like I knew OCS after Mike and I restarted than when we first began this venture. The intervening plays of DAK2 and Case Blue cemented a lot of things into my mind. Plus, in Sicily, you'll feel like you can try anything because you actually have supply to pull off many of your plans. Case Blue? Not so much... That's a game that'll teach you how to run an offensive on fumes, duct tape, and silly putty.

How is Sicily as an OCS game? Well, it's unique in a couple respects – it's the only amphibious invasion in the system, and it's the only game set on an island. (At least until the Crimea add-on comes for Case Blue.) There's no edge-of-the-world issues, no worrying about off-map movement, etc. The game really highlights the competitive nature of the US vs. Commonwealth forces, and the US Air Force vs. Army as well. What you can do is frequently hampered by one of those dysfunctional relationships.

However, after the landings are settled, and the drives north and west have commenced, it's not a very interesting game for the Axis. You fight with whatever Italians don't immediately surrender, use the Germans in required amounts until the window opens to begin evacuations and then bug out. Harass when you can, find an new defensive line when you can't. Deny, delay. There aren't all that many opportunities to attack after the first quarter of the game or so.

There simply aren't many WWII campaigns where both sides get attack possibilities. At least of short duration. The exceptions are probably North Africa and Burma. In nearly every other theatre, it was one side hammering on the other until the other side recovered and returned the blows (East Front) or the other side capitulated (France '40 AND '44, Italy, etc.)

Sicily's been unavailable at retail for a long time, now. As a result, prices have started to climb. It's worth the money if:


  • You're an OCS nut and don't have it yet

  • You've got a defensive specialist in your gaming group

  • Sicily is particularly interesting to you.



And there's a lot of reason for that final point. It's the largest amphibious invasion of all time in terms of men landed and frontage assaulted. It's the subject of Rick Atkinson's latest book Day of Battle. (Which I still need to read, btw.) It's the 2nd major test of the US army in the war after Operation Torch, and the lessons learned on Sicily would be carried forth to Normandy a year later.

Plus, Sicily and Hube's Pocket are probably the shortest campaign games in the series so far. So it's VERY playable. I think we spent a total of 50 hours on the campaign, and we're not the fastest players on the planet. One more evening likely would have gotten us to the full campaign end.

Plus, it's one of only four 2-map OCS games. (Tunisia, Hube's Pocket, and Burma being the others.)

So, if those points do it for you, see if you can grab a copy for a reasonable price. Just remember that the Axis game isn't entirely interesting in this one unless you really like defense.

OCS Tips

I've put a couple tactical tips into my last two posts, and I'll certainly be coming up with more over time. A few that come to mind right now are:

If you're attacking, and you're comfortable with your supply situation, you're not being aggressive enough.

While pacing an offensive to match your supply lines is what the overall commanders typically want, it's not the way the most effective commanders operated in WWII. Look at Patton's drive across France, Rommel's desert operations, and Guderian on the Eastern Front. These guys pushed HARD and forced the action when they got there – the supplies eventually arrived in enough quantity to support the advance (well, with the possible exception of Rommel).

Use reserve mode frequently.

I'll admit right up front that this is my weakest part of OCS play. I'd love to see an article in Operations (hint hint) that details a variety of effective uses of Reserve Mode. My tip last week was Mike's putting artillery in reserve to slow likely attacks from me once a solid front line developed. If you've got your forces organized properly, putting armor in the back line on reserve for use in the exploitation phase is obvious primary use.

If you've got off-map box resources, use them. Every turn.

These resources usually have no supply cost and can't be touched by the enemy, so use them heavily. Don't neglect them just because they're out of the main field of vision.

That's a few for now - I'll have more over time. Keep your eyes peeled :)

Sunday, August 2, 2009

One-sided Sicily

OK, it took over a year, but we have played the OCS Sicily: Triumph and Folly campaign game to a conclusion. We both blogged the first part of the game (Eric's take, my take part 1, part 2, part 3, thoughts), and then put it away for a while. We had another weekend session, which we didn't blog, after which I wasn't overly interested in continuing it. Having got past the initial landings and the counter-attacks, it had settled down to the grind, with the Allies doing all the advancing and attacking, and the Axis forces defending and just taking it.

After coming back from the WBC-W event Eric and I discussed what we wanted to do with this blog, and what games we wanted to do it with. It was then that I proposed that we get Sicily back on the table and play it to a conclusion. My motivation was more so that we could say we had played the whole game, start to finish, than I was really looking forward to actually playing it. Don't get me wrong, however, and interpret this as any disillusionment with OCS; it firmly remains my favorite game system of all time. Period. No ifs or buts.

Before much more ado, though, a quick discussion on the game end and victory conditions. The game ends as soon as the Allies capture Messina, Palermo and Syracuse, and is won or lost from VPs in three areas. First, the Axis player scores 1VP for each turn beyond the August 8th turn until the game ends, i.e. the longer they can hold out the more VPs scored. The game automatically ends on the August 29th turn, so there are a maximum of 12 VPs to be earned here.

Second, the Axis player also scores points for extricating German combat units from Sicily, to Italy and then off the board, in a range from -7Vps to +7VPs. The former is achieved if only 12 or fewer German units are evacuated by the end of the game. From 13 units onwards, stepping in increments of 2 units and 2 VPs, the Axis player moves up the chart, with 19-20 units scoring 0VPs, 21-22 scoring +1, etc. And units can't be evacuated before August 10th. Note it's combat units only - artillery units and HQs don't count. This is kinda surprising, as I would have thought that being able to escape with equipment would be a good thing.

Third, the Axis player scores 1VP for each ship damaged, or 2VPs for each ship sunk, but this is relatively hard to achieve, as a ship can only get a single DG in a player turn, and it requires 2 DG results to score a damage. When Eric took a double turn late in the game I focussed my air units on his ships in my turn, putting two into DG, and then got the initiative roll to attack them again, getting the second DG required for damage.

A minor Axis win is a net 10-12 VPs, a major win, 13+VPs, and a draw 6-9VPs. Anything less is an Allied win, of one sort or another, but I'm not interested in them, because I'm the Axis and we don't talk about no dirty, stinking Allied win.

So the Axis game is one of balance. Too much emphasis on a strong line to keep the Allies out of Messina (likely the last city to fall) means not enough units are evacuated, and a large negative modifier. Evacuating too much too soon means risking an Allied breakthrough. Either one leads to an Allied win.

When we last left our intrepid gamers, 7 turns of the game had gone by. The Allies were landed in strength, had stabilized their beach heads and were pushing forward. The deployment had followed history, with the Brits pushing up the east coast and the Americans doing the big end-around to capture the western end of the island. The Brits had started the grind towards Mt. Etna and the north east.

The landings had gone fairly well for the Commonwealth forces, but the Americans had a tough time. I had concentrated most of my force on the Americans, and for a short time entertained thoughts of throwing them off the beach at Gela. Concentrating on the Americans did mean I gave the Commonwealth an easier time, but they didn't feel to be pressing too hard. So, by the time he was getting off the beaches and linking up, Eric was behind schedule. The story continues....

Then we hit the middle game, where the Commonwealth forces were driving over the relatively open terrain, before hitting the constricting paths around Mt. Etna. It was here, if anywhere, that I feel I played my poorest. I defended too often in open terrain, and could have been subject to a lot of losses. I should have been falling back to the rougher terrain more quickly, rather than defending in the open. I pfaffed around with my defenses, and didn't have a coherent plan. However, and fortunately for me, this is where I feel Eric also played his poorest, as he had an opportunity to take advantage of my weak defensive positions and really press the attack with the Brits. Some concentrated attacks, with lots of reserves to back them up, could have been just the ticket to blow a hole in my lines and start bagging some serious German losses. Perhaps having just set the game up, we were both getting to grips with the position. Perhaps he hadn't enough supply. But this was the time when I was most subject to a breakthrough.

Meanwhile the Americans were making slow, but steady, progress in the west. Trouble is, the Allies can't afford slow and steady. More dramatic action was needed, and a few times Eric declined to attack when at low odds, despite having large AR modifiers. On more than one occasion I was surprised to be handed the turn, expecting the Americans to keep up the tempo.

As it was, I was able to fall back in good order on all fronts without suffering much in the way of German losses, keeping a solid depth of units. I managed to get a few replacements, which helped, but I don't think I was over the average roll.

The latter part of the game became pretty much a grind. Eric came around both sides of Mt. Etna, but didn't achieve a breakthrough on either side, although with only a 2- or 3-hex path there wasn't huge chance of that. On the coast there were some good successes with barrages, taking out steps, but often the follow-up attack rolled weakly and was unable to take advantage. Several times having reserves would have allowed advantage of the few successes, pressing onto my second line, but Eric didn't make great use of his available reserve markers. It was here that I used most of my reserves, either with artillery units to break up his attacking stacks, or to add fresh steps to the defenders of likely combats. Mostly both.

The other side of Mt. Etna saw Eric's attacks implode on a series of weak rolls late on in the game, although they were fairly low odds attacks against some strong defense. However, by this time the game was well advanced and Eric really had to start pressing, taking the risks that bit him in the butt big time. After that, this front was quiet, and I was able to shift forces to the coast, although I'd been starting to do that before his attacks failed, as he was now attacking up a single road, with mountains to each side, and I was confident that I had enough strength to hold him at bay.

Over on the other side, the Americans finally took Palermo and had started driving along the northern coast, having cut the island in two, although with only a 1-hex path of usable terrain it was more of a walk than a drive. Some more distinctly average rolls didn't allow for much progress, especially as I had a procession of units to choke him up with.

And so it went until we had got far enough that we had a winner. The victory, in the end, went the way of the Axis forces, as we stopped the game when about to start the August 22nd turn, 4 turns from the end, and declared a major Axis victory. At that point I had scored 7VPs from game turns and I had 3VPs from damaged ships. I had 15 units exited, with 3 more to move off-map that turn, and another 4 ready to cross the straits. That means in 2 more turns I would have had 21 units off, for 1VP, 9VPs from turns and 3VPs from ships, for a total of 13VPs, enough for a major Axis victory, and there was no way that Eric was going to break through and end the game before that happened. In fact it was looking increasingly unlikely that he'd get to Messina before the game ended, and it's possible that I could have ended the game with 15-20VPs.

Here's the ending position:



(And here's a page of turn by turn pics for those interested.)

So, how did my game pan out? Rather unsurprisingly, my aim was to defend strongly initially, and then switch over to a gradually collapsing front towards Messina. As always with this sort of strategy, the timing of the switch is the critical factor, and her I think I got it mostly right. Overall, I'd say I achieved my objectives, although I did hang around too long in the open terrain in the east. There were a couple times there that I had to scramble to form a line, but mostly things went to plan. I was most concerned about an early drive by the Americans to split the island in two, isolating my Fallschirmjaeger division, and a lot of units that wouldn't be evacuated. However, it never materialized, and they were able to dash for safety.

As usual in these sorts of games, there was a certain amount of dice wackiness going on. Like the puny Italian fighter that took on the might of the Allied air forces and emerged victorious. Eric's seemingly unerring ability to make his flak rolls, and my total lack of same. A coastal unit managing to fend off a couple of American armored battalions. (A whole bunch of snake eyes on combat will do that for you.) In our evening sessions my artillery was either on (never rolled less than an 8) or off (couldn't even roll a 6). Overall, though, I don't think either of us really rolled against the curve, but in certain areas it did add up. e.g. I think Eric's replacement rolls were a full pip (or was it two?) below average. (I should really start recording these things.)

Overall I'm in two minds over Sicily as a game. Sure it's an interesting situation, and using the landing rules certainly makes for a different OCS game. However, this is a rather one-sided gaming situation after the first few turns. In fact over the second weekend session and all the 5 or 6 evenings it took to get to completion I performed not a single ground combat. Not one. I bobbed; I weaved; I used some artillery; I stood my ground; I got beat up; I retreated. But no ground combats. Now, whilst there is a certain challenge in executing a good defense (which can sometimes be harder than attacking), I certainly prefer a game where the defending side has some opportunity for offensive operations. (In this vein MMP's A Victory Lost (BGG entry) is a good example. Even though the Axis are heavily on the defensive, they still have some decent punch, and are very able to deliver a good blow if the Soviet player stretches a little too far.) However, all that said, I think I'd do it again, as at least I'd know what to expect.

I'll post a few thoughts on OCS separately. Meanwhile, onto the next game!

Monday, July 27, 2009

Grinding down

So, where did we last leave our intrepid heroes?

Oh, yeah. Trying to liberate Sicily.

Last post, we had just finished the August 10 turn. Allies had just taken Catania, and were one hex away from taking Palermo. (Which historically fell on July 22, btw.)

I'm going to organize this post by sector. First, the west as its story is the shortest.

On August 12, Palermo was completely cleared. Another motorized infantry division was dispatched north through the center of the island to help clear the coast as the armor wasn't going to be as effective in some of the terrain along the north coast of the island.



By the 14th, contact was made with the Luftwaffe rearguard at San Stefano, about 45 miles east of Palermo. Engineers had been left behind in Palermo to repair the port in order to accelerate needed supply to this front.



After the 17th, the rearguard had taken positions further east and units were being reorganized to maintain pressure on this front with the hopes of linking up with the Commonwealth troops fighting up the east coast of the island. Determined bombing by the Luftwaffe hampered progress along the north coast.



The 19th saw the rearguard pushed back to Acquedolci. 15 miles further on in 5 days. Progress would need to be faster as the Germans were evacuating in force. Orders come to accelerate intensity of the attacks.

(no further images here - they're included in the ones below as we're now down within a single picture.)

Germans execute a highly effective fighting retreat on the 21st and 22nd, pulling back another 7 miles to Sant'Agata while inflicting severe damage to the remains of 2nd Armored and 3rd Motorized.

In the East, things went kinda like this:

August 12, good progress up the coast. 8 miles in two days. Captured a forward air base and ejected some units from the slopes of Mt. Etna.



August 14. Slower progress. Only 3 miles today. Suffering heavy and effective bombardment.



August 17. Operational pause to accumulate supply and swap in fresh troops. Italians and Germans fighting hard in the rough terrain. Heard large explosions coming from off shore. Rumors floating among the troops is some ships were sunk.



August 19. Good progress. 7 miles over two days. Germans seen pulling back in large numbers leaving mostly Italians as a rearguard. Cost has been high, though. We're probably losing two units for every one Axis loss. Still, orders coming down to fight harder and take ground faster. We're hearing large numbers of German troops have been sighted crossing the straights into Italy and are creating reinforced positions on the mainland. The drive up the boot is going to be a tough one.



August 21. 7 more miles today. Commander says it's not enough, though. Not sure how much longer we can keep up this pace. Almost as many ambulance units moving south as troops moving north.



At this point Mike already had 7 VPs, and he only needed 13 for a major victory. I was nowhere close to Messina, and he had six units within range to be evacuated within two turns. That was enough to clinch the major victory for him, and there wasn't a lot I could do about it. As it was, I only had 20 attack capable units left on the map. As I was losing them at 4-5 per turn, I simply wouldn't have had anything left to contest anything.

So, we called it at that point. By my estimate, we played for about 50 hours, and we knew a LOT more about OCS when we finished than when we started. I could point to a large number of things I did wrong as the Allies. The biggest was not being aggressive enough early on. I figured I could catch up over time, but that's harder to do than you think. In the end, we were averaging close to 3 turns/night or about 40 minutes per player turn. Things definitely went faster towards the end as the terrain in question closed down to the tip of the island around Messina.



OCS Technique #2.

Keep artillery units in reserve on defense.

Mike developed a very effective technique of putting artillery units in reserve. He would release these units in his reaction phase and target likely attacking stacks. (Usually determined by where I'd managed to DG him along the front line with my aircraft or ships.) After I noticed what he was doing, I tried to counter by attacking these stacks with my aircraft to hopefully cause a DG on him, and removing the reserve marker. Given the restrictions on air support in the game (1d6 ground attacks per turn) and the fact that these targets aren't spotted made this harder to pull off than you'd think. Too many targets and not enough firepower.

I'll go through a post-mortem of sorts in my next post. Which, given my work schedule has lessened a tad, should be later this week.

Tuesday, July 14, 2009

Implementing Operation Husky

So, Mike and I have been cruising through our Sicily campaign these last few weeks, and I finally found some time to begin blogging the sessions.

When we last left Sicily, we had just started August, and the Allies were behind schedule. Historically, the battle of Primosole Bridge started on July 12. I didn't cross it until the Aug 1 turn, right before we took the game down. So, I've got some ground to make up.

Our sessions picked things up with the August 3 turn. Time is on the Axis side, so I need to try to be aggressive. Here's the situation at the point we restarted.






Over these last few nights, we've been getting in 2 or 2.5 turns per night.

I won the initiative on Aug 3, and went first. (This is becoming a rarity.) All barrages failed on this turn – didn't score a single DG. No variable replacements, either. I did manage to bag 3 HQs on the turn, however, though this is becoming less and less of an issue for Mike as the territory he's needing to command begins to shrink markedly as the game continues.

In the west, I'm starting to move units in on Palermo, and cleaning up the Southern Coast. In the east, I'm moving in force on Catania while holding in the center.






On the Aug 5 turn, Mike won initiative and had me go first. This is going to become a theme as Mike is determined to not allow me a potentially disastrous (for him) double turn. Again, nothing on the replacements roll.

In the east, I'm pushing harder on Catania. In the west, I've cleared the southern coast, Mike has abandoned Marsala, and Trapani's in my sights. My goal here (as Trapani is lightly garrisoned) is send the bulk of the 2nd armored division north to Palermo, but send a contingent over to take the port at Trapani.




Now it's August 7. Mike wins initiative again, I go first. Again, nothing on the replacements roll. (FWIW, I need a 7 or higher on two dice to get something.) An eventful turn this time, however. I take the first Palermo hex, Catania and Marsala. Also managed to have two tank battalions bounced by a single Italian artillery unit in Trapani. Not good. (I think the die roll was something like surprise of two columns for Mike with either snake eyes or a 3 on the combat roll. Horrendous, but still not the dreaded 4 ones and a 6.)






On to the next day. Mike (again) wins initiative, and I go first. Big replacements roll, though. Boxcars. Sorta makes up for the last three turns. Only managed minor progress in the east. Basically cleaned up the lines. In the west, I've cleaned up everything but Palermo and the handful of units there are the only Axis units in the west part of the island.





August 10 sees Mike win initiative (again) and I go first. Again. I get an equipment replacement this time. This turn began a run of highly successful barrages. If I'm not mistaken, pretty much all the barrages for the next two turns are successful. Maybe one or two that don't at least cause a DG.

This turned into an expensive turn for me. I lost five units and only killed one unit along with taking most of Palermo. There's very little left for Mike in the west, but Mike's only giving up a hex or two a turn in the East. Not fast enough for me.




August 10 also sees the beginning of the turns where Mike gains 1 VP every turn I don't take Messina. And I'm not getting there any time soon.

I guess this is a good time to talk about the victory conditions.

The Axis get 1 VP for every turn from August 10 on that the Allies haven't captured Palermo, Augusta, Syracuse, Marsala, and Messina. They also get 1 VP for every step loss of naval units they can inflict. Finally, they get VP for removing German combat units from the island on August 10 or later. They lose 7 VP if they get 12 or less off, 5 VP if 13 or 14, and it gets better for them every two units up to 7 VP for removing 40 units from the island.

10 VP = a minor Axis victory, and 13 is a major Axis victory.

Given that I'm nowhere close to Messina, the game's going to hinge on how many units Mike can get off the map while still holding me back.

OCS Technique #1

Here's a rather effective technique Mike has developed.

On the eastern half of the map, he's putting artillery units in reserve. These units are typically at their maximum range, so I can't get adjacent to them in the cramped quarters. He then waits to see what I do on my air barrages and goes after the units likely to attack any hexes where I've caused a DG result. He releases the artillery from reserve in his reaction phase and hopes to DG my attacking units. Under the circumstances, this has really slowed down my advance up the eastern coast of the island.

It's been effective because I've been unable to win initiative. If I can get a double turn, he won't be able to do this on the 2nd turn of that sequence. It doesn't work if I can DG his artillery with air barrages (since this pulls a unit out of reserve), but as those have a 3-column leftward shift due to a lack of adjacent spotters, it's not all that easy to pull off. Also, it adds more targets for the air and naval barrages, forcing me to use on-map (and supply-expensive) artillery to target the hexes I'm actually trying to attack.

More to come. Tonight (as I write this) we're entering the Allied half of the August 17 turn, and it wouldn't surprise me if we determine tonight the victory level we're going to achieve. Though I might be able to push it out another night or two.

Sunday, May 11, 2008

OCS Sicily - Thoughts

OCS, as a game system, continues to totally impress me. Every time we extend our knowledge of the system the additions fit in without screwing with everything else, and just work. This time it was the whole naval component, from ships to amphibious landings and beach assaults. Pretty straight forward, although with all the landings it does take time.

Mid way through the 8th turn (07/22/1943) (we stopped after the Allied player turn) how was the game progressing? According to the scenario set ups for the next turn (24th), the Allies should have been in Palermo with the US 2nd Arm., and driving through the middle of the island, with the Brits getting as far as the south of Catania. In our game the US had barely pushed west of Porto Empedocle, and only as far as Naro, 15 miles inland. In the east the Brits hadn't got as far as Augusta. Overall, about as far as they'd got by 07/12 in the original campaign, so I was feeling pretty good about that, and my position in general. However, as with a lot of these games, it can all go wrong pretty quickly, and there was still a lot of game to go. Especially with so many weak Italian units around, and even more so when all it would take is a bad surrender roll for complete divisions to disappear.

This is a big game, no doubt about it. Eric felt that perhaps we bit off more than we could chew, but this has been my favorite OCS game so far. Primarily, I think, because we were involved in the whole campaign, and had total control over where and how the battle was fought. In previous games we've had set ups defined, which kind of forced the nature of the game. Here I dictated where and how I defended, and Eric had the choice of where to land, so the game felt less scripted. (OK, we started with the suggestions from Operations Magazine, but I fiddled a little, and there's a few things I'd change for a second go, but I hope you get the point I'm trying to make.)

Yes, there was a lot to think about, but that's fine, and I certainly didn't find time dragging during Eric's turns, although I generally used that time to catch up with my notes on what had happened, and his plans were usually more clear cut so his moves took less time anyway. I must admit that I did rush myself a little in a couple of places (especially in the turn that Eric mentioned, which was turn 7 not 6, where I missed that a couple of units were out of trace supply, with no SP access to eat off the map, which had me totally pissed at my own stupidity), as I was very conscious of taking a long time on my turns. But there was a lot to make decisions on: fall back or hold; where to fall back to; how to fall back; where to place those units in the new line; do I want to reallocate my divisions; what about a reserve; when to commit a reserve; any opportunities to take advantage of, and are they worth the risk; what about supply. All in all a big puzzle, with lots to think about. And I really like that sort of puzzle.

(In fact it reminded me a lot of our attempt to play Drang Nach Osten when at college. I had the map mounted to the wall of my dorm room by Blu-Tak, and would stare at it for hours, planning lines of attack, potential moves, likely responses, and counters to those responses. My opponent, playing the Soviets, would come in and do the same, thinking for ages and moving a few counters. We didn't get too far, but I really enjoyed it.)

It was in the rushing that I made mistakes. A unit out of position here. Forgetting to move a replacement unit there. Missing an air base refit. Lots of little (and a few not so little!) things, but I'm sure we were both missing little things, so they even out over the game. However, I was getting towards a limit on the size of game that I'd like to address for the time taken. As Eric said, we got through 7.5 turns in around 16-17 hours of gaming, around 2 hours per turn, although that did include a large period of down time discussing how to barrage naval units. I'd say that I occupied way more than 50% of that time, but I think the Axis player has more to think about than the Allied player, so that shouldn't come as a surprise. (Unlike our Race for Tunis game, where the Axis defender has an easier time of it, and the onus is on the attacker, in my view.)

It would be interesting to try one of the Case Blue scenarios to see how that feels in comparison to Sicily. More counters to handle, but would the front lines be denser and more static such that there are actually fewer decisions to make and the game is actually easier/quicker to play? Often those games with fewer units are harder to play because each unit and its position is more critical to your success, but perhaps may be more satisfying. (I think this touches on the same issues we had with Red Vengeance over Defiant Russia.)

Getting back to my preference for Sicily over DAK2-Gazala, it would be really interesting to try the full DAK2 campaign game and see whether I still preferred Sicily. Now that would be an undertaking!

Saturday, May 10, 2008

Never go in against a Sicilian when death is on the line!

Last weekend, Mike and I got together for a big project – OCS Sicily, the full campaign including the landings. Our first plan was to play this over a week-long retreat in the summer, but it's not looking like I'm going to be able to attend that. So, as we both had the weekend free thanks to my cashing in some familial karma points, we decided to give it a start. Back when we first decided we were going to embark on this, Mike had volunteered to take the Axis defense, so we each already knew what posture we were going to take.

Back in Operations #43, (which is available on Magweb) a set of articles was published that looked at the historical campaign and translated it to how you might organize it in the game. I sent Mike a copy of the Axis article from that set, and I worked on the Allied. I figured having this base to work from would save a lot of time as planning that invasion is highly complex and we were going to need all the time-saving measures we could manage in order to make significant progress.

We had initially discussed using the scenario that starts immediately after the initial landings, but since part of what we're doing is learning how the system works, it would have been rather silly to skip the landings. We'd never done anything to this point that involved Naval, and the Sicily campaign exercises the naval rules like no other game in the system.

I don't know how closely Mike adhered to the article I sent him, but I did notice that there were some things in the distribution of forces on the Allied side that didn't work in the 4.0 rules, and I didn't actually notice it until after I had begun the invasion. That slowed me down a bit. (The technical issue is that transports and supply cannot be landed in any fashion that requires either a roll on the landing table or a contested beach assault. Essentially, you have to control a port before you can land transports or supplies making it difficult to bring transports on in the initial wave. This is something I'd change next time I play. I may have wasted four or five brigades worth of space on my landing craft in that initial wave by taking transports along.)

Historically, the Allies had heavily bombarded the island ports before landing, and then invaded in two separate, though rather close, sectors. The British and Canadians landed near Punta della Correnti in the far southeastern tip of the island and then north up the eastern coast. The Americans landed along the beaches between Licata and Capo Scaramia on the eastern half of the southern coast. That leaves a gap around 25 miles (about 10 or so hexes) between the two landing forces. Fortunately, this gap is lightly defended, and one of the initial goals of the invasion is to link up the Canadians to the Americans to bridge that gap.

The initial island defense looked something like this (all pictures are taken from the north looking south, and are hotlinks to larger versions. This particular image has callouts.):


(ignore those two tall stacks in the water south of the island. Mike took the picture just after I started moving stacks from the Floating Forces box towards the island.)

The initial British and Canadian landings went well. The Americans, not so much. The 1st Inf division in particular failed miserably in taking Gela. Historically, this was the location of the strongest Allied counterattack, so I guess it's close to what happened, just a bit early.

The paradrops, however, were just as much of a disaster as they were historically. The British attempted to land five units. Three made it. One landed in the water, and one landed on an enemy unit. The American attempt at landing was intercepted and completely repulsed by an Axis fighter squadron. No American paradrop support arrived.

The end of turn 1 positions can be seen in the east here:

and in the west here:

Turn 2 began the slow process of establishing a beachhead, claiming more space, and getting supplies to the island to fuel the advance. As nearly all the initial landing troops are foot, they didn't need supplies to move, but any combats or defenses had to be paid for. This was aided by two of the Italian Coastal Divisions surrendering on first contact, nearly completely opening up the corner of the island to British and Canadian advances. So, there was a steady cautious move forward.

In the west, not so much. I still hadn't taken Gela, and needed to bring in supplies and reinforcements to secure the beachhead. So progress was small.

End of turn 2 positions are here in the east

and here in the west.

Turn three was more of turn 2. Things weren't progressing as quickly as I would have liked, and I was having a hard time not stepping on my own toes in the east. The path up the coast to Syracuse is narrow and moderately well defended leading to something of a traffic jam, but not quite up to Battle of the Bulge proportions. I also lost half my remaining landing craft during the reinforcement phase of this turn. (They get pulled out to prepare for the Salerno landings.)

End of turn 3 positions are here in the east

and here in the west.

Turn 4 saw the Axis essentially abandon Syracuse. One small unit was left behind in the port. I also decided I had enough supply to land the 2nd Armored Division west of Licata. I thought quite a bit on the prior turn whether to land them west of Licata (as I decided) or in the gap between Licata and Gela. However, as Mike was slowly abandoning his active defence of the Gela area, I decided to land west and begin threatening the western end of the island. This had the advantage of also taking Porto Empedocle which (after some minor repairs yet to be performed) will give yet another entry port for land supplies and units.

End of turn 4 positions are here in the east

and here in the west.

Turn 5 began the major Commonwealth advance in the gap between landing areas. Mike had begun abandoning the heights and my advances were finally allowing some breathing room down by the coast. In particular I now had full control of the primary road (hwy 115) from Syracuse to Licata. This would help greatly in supply delivery.

End of turn 5 positions are here in the east

and here in the west.

Turn 6 saw one major incident – Mike found and exploited a gap northeast of Gela that allowed him to run a small unit behind the Canadian line and shut down the airbases behind the lines. The remainder of the turn was small steady advances along most of the front. The 2nd Armored was performing well and was clearing space along the beach.

End of turn 6 positions are here in the east

and here in the west.

Turn 7 was mostly resupply. I finally cleared that small unit out of Syracuse and now have access to that port.

Mike forgot to take photos of the final state before we logged the positions and tore down.

I'm in the process of entering the positions into Vassal, and we'll be able to continue the game at a later date. Which we most definitely will.

After we finished turn 7, Mike looked up Driving to Messina scenario which begins two days later than the point at which we quit. Significantly more territory had been gained in the real campaign than I had been able to carve out so far. I'm probably ½ to 2/3 as far as the Allies had gotten by July 21. I've also got a few more losses than the historical campaign. So, it's not looking great from my point of view, but if I can slow down his retreats off the island, I should do okay.

How did I feel about this session? First, we didn't get any where near as far into the scenario as I had hoped. We ended up averaging around 2.5 hours per turn. There are a few reasons for this. The first two-three turns are going to take a long time because the landings simply take a long time to resolve. There's a lot to do, both in the preparations for the landings, and resolving the landings themselves. Of course, more familiarity with the naval rules would help, but not THAT much.

This was also, by far, the largest OCS scenario we've attempted to date, and may have been a bit more than we were expecting. I know Mike admitted to having problems keeping his brain around the whole thing while not forgetting critical issues. (For example, he accidentally left a couple units out of supply around turn 6 or so and lost them both due to attrition.) His job was pretty tough, though, as he didn't really know where I would be coming from on landings beyond the first wave, and he's got interesting decisions on when to stay and fight and when to pull back to the next defensive line.

It wasn't as bad from my perspective as I had clear-cut objectives. My issues were more tactical in nature. Trying to keep from stepping on my own toes in the east, keeping everyone supplied, etc. I know I wasn't as diligent about doing fighter sweeps and such to keep my air units operating at peak efficiency as I should have been. My primary job from this point in the campaign is to establish my supply net and determine where the next primary offensive should be.

I think this campaign is the largest piece of OCS I'd want to attempt as a 2-person, face-to-face venture. If we tried anything bigger (say, one of the mid-sized scenarios from Case Blue) I'd want to run it as a four-player game, minimum. One of the drawbacks of OCS is downtime. There can be significant amounts of time when the other player is moving before you get to your reaction phase. Mike and I briefly talked about doing OCS as a chit-pull kind of mechanism, but I think there would be major integration issues with other parts of the game mostly related to unit and aircraft states (mostly when DG results are cleaned up or how frequently you can reactivate aircraft. There's likely other things as well.)

I'm a big fan of OCS. I love the system and will always be looking for opportunities to play. However, I'll readily admit that this wasn't my favorite session so far. I definitely felt at times that we had bitten off more than we could chew, and by the time we were done playing I was done for a while. It wasn't like the last couple playings where I couldn't wait to get it back on the table. Next OCS may or may not be a continuation of Sicily, but it'll be happening again. I'm thinking maybe something small from Case Blue might be in order. We may just continue Sicily via Vassal once Mike gets comfortable with that system.


OCS Sicily - part 3

Turn 4 - 07/15/1943


Here’s the position at the start of the turn:
East

West


The Allies won the initiative roll, and Eric chooses to go first. He makes a new landing in the US sector to the west of my units, which I was afraid might happen. I'd let the following Italian divisions lag the Germans and had left some coast exposed behind the main German defensive line. Even worse, this gap also separated the KG-Ens units from their HQ, definitely a bad mistake. Sure enough the HQ gets eliminated, and I've got a real bad situation on my hands.

Then things get even worse. I go to use my reserve artillery to barrage the Brits aiming to attack south of Syracuse, but Eric thinks I've already attacked them with air barrage. We must really be getting tired (we've been going for about 8-10 hours) because I've got no clue who I did/didn't attack, so let it ride. (I did my air barrages first, east to west, so by the time I get to the artillery barrage some little time has passed.) This means that he makes a successful attack and gains a foothold over the river. Only after do I figure out that it was the next stack I'd air barraged, but it's too late. The attack gains exploitation, and he also attacks into the outskirts of Syracuse, getting another good result, and I compound the earlier mistakes by losing a unit rather than retreating. (As I decided to fall back in my turn this was an especially bad decision.)

I'd also made the mistake of defending in the rough to the north of Ragusa, thinking it was Very Close terrain, when I should have defended further back in the mountains. That costs me another unit.

Here’s the position at the end of the Allied turn:
East

West


In my turn in the east, on the coast I retire my left flank a little to the low hills along the coast, but keep my right flank on the river. I'm starting to think about falling back to the next river, although I'm going to have to endure a turn or two defending in the open, which I'm not hopeful about. I pull back to the mountains in the middle, and all along the US sector it's time to find a good defensive line.

End of turn 4 position:
East

West


Not a good turn for me. Over on the right, things are looking really scary. KG-Ens is going to have problems keeping in supply with no HQ, and my KG-Flrd HQ is looking very exposed. There are only a scattering of weak Italian coastal divisions holding 2nd Arm. from running around the entire western coast, and as I'm 2 from 2 in my surrender rolls for coastal divisions it could all go pear shaped in very short order. (I've made 6 surrender rolls so far, losing 2 coastal divisions and the Syracuse coastal artillery, winning 3 coastal artillery. I'd have gladly swapped one of the coastal artillery units for one of the divisions.) That landing behind my front line has really put me off balance. Nice move, Eric. (Curse your eyes!)

At this point we call an end to the first day's play. We probably started around 1030, ended around 2200, and broke for lunch and dinner for around 1.5 hours.

Turn 5 - 07/17/1943


The Allies win the initiative and Eric elects to go first. I'm quite happy with that decision as I think a double move could be truly disastrous for my prospects. Eric grinds forward with the Brits, but the US forces don't press as much as I'd expected them to. Perhaps he has more supply issues than I'd expected, which I'm so disappointed to hear, if true. (NOT!)

I get pushed out of the hills on the coast in the east, so I take that as a hint that it's time to start falling back.

In the west he captures Porto Empedocle, and assaults my adjacent unit. The surrender roll for Assta division goes my way, which means that I have some units to hold the west with, although it's one of the smaller coastal divisions. However, he takes an 'o' result and chooses to retreat, leaving the port open and containing 2T.

Here’s the position at the end of the Allied turn:
East

West


My turn sees me move a couple of Italian units to the river at Augusta, ready for falling back next turn. Otherwise I just do a gradual fall back through the mountains, linking up the east and west sectors with HG division. In the west his retreat from Porto Empedocle seems like an invitation, so I march right in and capture 1T. (You have to roll on the Supply Dump capture table, which gives you a percentage of the supply that you capture.) The rest of the Italians are trying to get there, but I don't want to spend a lot of supply on fuel, so they keep walking slowly. Otherwise it's just finding some good defensive terrain to fall back to. Otherwise, I'm just falling back and trying to keep a line.

End of turn 5 position:
East

West


Turn 6 - 07/19/1943


Once again Eric wins the initiative roll and elects to go first. His air barrage roll is another 1, two in a row and he's rolled either 5 or 1 in every turn. On the east coast I DG his units in my reaction phase, so no combat for you, but I lose a unit to a box cars naval barrage roll. In the middle I lose the Italian unit at Chiaramonte Gulfi, as he gets a great roll with exploitation, which he uses to follow up with another great result to remove the HG armor unit behind it. (The 4-4-8 unit in 45.20.) In the west he presses forward, but not too aggressively. He attempts to take Porto Empedocle, but I DG his units on my side of the river, and he decides not to risk the river assault. (With at least a 3-1 and +4 for the Action Rating drm I was expecting him to attack, as attacker surprise was quite likely, and even without it the drm ensures that it would have to be a pretty bad roll to not get a decent result. The likelihood of both rolls being crummy made it worth the risk.

Here’s the position at the end of the Allied turn:
East

West


My turn is fairly simple. I continue to hold along the eastern coast, and air barrage his guys into DG, so he won't be doing much there next turn. Over in the other areas I've got a semi-decent line, so just tweak it to make it as good as possible. To the west I've got a reasonable line behind the river, although it's mostly held by a new Italian coastal division, so I'm risking another bad surrender roll.

End of turn 6 position:
East

West


I'm beginning to consider abandoning the west of the island, focussing on falling back towards Messina in a controlled manner, giving up space for time. I'm thinking of defending along the river line at a3233-3831 as a starting point, and moving back from there, Kind of like a swing door, hinged on the eastern coast. Once I get into the mountainous area around Etna it should help, as his movement will be severely curtailed.

Turn 7 - 07/21/1943


Same as last turn, Eric wins the initiative, elects to go first, and rolls a 1 for his air barrages. (Pretty neat trick, but you still have some way to rival my trick of rolling 1 5 times in a row for my commands in our Clash for a Continent game! :) Once more he presses forward, although the eastern coast is pretty stacked already. He tries to fly in some SPs, but my Italian fighter takes out two fighters flying cover (I rolled 8+ twice in a row!) and the two transports, all for a loss to boot! The same unit then intercepts the sole air barrage, taking out a Spitfire flying cover (-1 drm!) and the rest of the barraging aircraft! Let's hear it for the Italian Air Force, W00T!

However, it's not all going my way, as he barrages, attacks and kills the Tiger unit in the middle, then finally captures Porto Empedocle. Both combats gain exploitation, but he choses not to use the one in the middle. However, the one to the west is a different matter, as 2nd Arm dash forward to attack a unit of Aosta coastal division, which promptly surrenders. Yay, I'm now down 3 out of 4 division surrender rolls, and it's the weakest one that survived. That's going to make defense of the western side of the island even more of a challenge, and giving it up to focus on the east is making even more sense.

Here’s the position at the end of the Allied turn:
East

West


In my turn I continue to try to adjust my lines, falling back on the eastern coast to the next river. However, we've got a hard limit of 1730 to start clearing up, and I rush my turn, not spotting that I've left a couple of units of the Italian Livno division out of supply in the middle. They both fail their rolls, and I lose two precious ground units. Next time I'll not try to go as quickly and make sure my supply lines are safe, and to heck with trying to get another turn in.

As part of the rushing, and annoyance on my part, I forget to take pictures.

Turn 8 - 07/21/1943


Eric once again goes first, and it's more of the same as he presses forward. (I'm working from memory here, so I'm not clear on exactly what happened in this last turn.) We're pretty close to the mandatory clear up time, so I decline to risk another turn like the last one, and we call a halt after his turn. Eric starts recording positions and putting each stack of counters into an ice tray (a trick he learned from somewhere) as we plan to come back to this at a later stage. He's part way through before I think about the camera, so no more pics at all. :(

We intend to get it back on the table for another go, so I'll make sure to take pics before we start. I'll put my thoughts on the game into a separate post.