Showing posts with label WWII. Show all posts
Showing posts with label WWII. 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.

Wednesday, February 9, 2011

Fury at the fury

In the past few sessions Eric and I have been playing Fury in the East (BGG entry), a one-map WWII East Front game from MMP that covers the first 9 months of the Barbarossa Campaign. This game was part of Operations Magazine Special Edition #3, their yearly special that features a complete game, sometimes more than just one, as well as lots of updates, corrections, and variants for existing games.

FitE is a reprinting of the Japanese game G-Barbarossa (BGG entry), with updated graphics. It's a fairly strait-forward, corps level, move-fight-panzer move, locking ZoCs, odds combat, column shifts for terrain/supply type of game. However, there are a few wrinkles:

  • Only German panzer units move in the second movement phase
  • German panzers may move out of a ZoC
  • Units performing Rail or Strategic movement may move out of a ZoC, as long as at least one unit is left behind
  • For Axis combat is optional; for Soviets it is mandatory; all enemy units exerting a ZoC must be attacked; all units in an enemy ZoC must perform an attack
  • Soviet Leaders have hidden strengths, and must be revealed to provide leadership to Soviet units; some leaders have no capability, and are removed immediately to the pool; Leaders destroyed in combat are out of the game
  • Soviet combat units have to be in range of a Leader, otherwise movement rates halved, negative column shift applies; panzers may ignore infantry ZoCs with no Leader
  • Terrain effects only apply to the Soviets, in terms of plus/minus column shifts
  • Axis units not only have to trace supply to a supply source, but also have to trace to one of three supply heads
  • There are different CRTs for each side; the Soviets taking losses; the Axis having retreats, with option to take a step loss instead
  • Weather is a single condition affecting the whole map; also controls how many Luftwaffe units are available
  • Axis player gains VPs for controlling Soviet cities; capturing Moscow is an automatic Axis victory
  • Axis player has Hitler mandated objectives in turns 2-7; not achieving these are -5VPs per objective

The major problem is the rules just totally SUCK. Without doubt, this is the worst set of rules I think I've seen for any game I've played. (I believe that the S&T game Frigate had worse rules, but I never played that one.) Terminology issues, major omissions all over the place. Now this is a magazine game, and perhaps there should be some allowance made, but the game is effectively unplayable with the rules that came with it. Did no-one even attempt to blind playtest this from the proposed rules? Even worse is that as a reprint from a previous game there are so many glaring omissions. Did no-one make a comparison to the original game rules?

On the plus side, the developer, Adam Starkweather, has been very active in supporting the game over on ConSimWorld, responding to questions very quickly. However, he does have a habit of shooting from the hip and making pronouncements without going back and looking carefully at the rules. Several times he's made rulings, and then had to reverse them in later posts. That gives no confidence in any of his responses. He's also said 'If not mentioned in the rules, that’s fine.' Trouble is, the rules miss out so many critical items that you can't take that attitude.

And all this is a damn shame, because FitE is a very decent game, and does a very good job of modeling, at a high level, the differences in the forces, and the nature of the Barbarossa offensive. The game flows easily, with options for both sides and plenty to think about. The initial Axis successes slowly grind to a halt in the face of mounting Soviet forces, and the switch in the player turn order nicely reflects the change in balance caused by the winter. I've been playing it quite a bit recently (solo, as well as with Eric) and I've had a blast doing so.

So, track down this gem, get all the errata and rulings from the ConSim World forum, which has been nicely collated into a single document here, get the beer and pretzels out and have a blast.

Next up is Galicia from GMT's Clash of Giants II (BGG entry). Due to a gaming weekend and scheduling issues, we've had to have a couple weeks off, but are due to get back to it next week.

Thursday, January 20, 2011

Familiar Ground

The last two weeks, Mike and I have been playing Fury in the East game included in the most recent Operations Special Issue published by Multi-Man in the summer of 2010.

This is a remake of a game originally published in Japan as “G-Barbarossa” and is originally designed by Ginichiro Suzuki. It covers the initial phases of the invasion. The game is ten turns, and all but the first two cover four weeks. The first two turns cover two weeks each.

In many ways, this is a standard Barbarossa game. It probably most resembles Red Star Rising of all the eastern front games I've played. While it doesn't use a variant of the Victory in the West system as in RSR, it does incorporate randomness into the Russian combat units and leaders. It's at a bit higher scale, though; more like Defiant Russia in scope.

Two weeks ago, Mike and I got two turns into the game in an evening, and compiled a large list of rules questions. While two-thirds of them had been answered on CSW, we still had a number of other issues to resolve.

After posting questions and getting very quick answers (one of which conflicted with a prior response on CSW), we proceeded to restart the game, with myself taking the Russians again versus Mike's Axis forces. We got three turns in this time, and didn't really run into any new questions.

While I'll post more information about the game next week, I do want to get a few things posted first.

Keep in mind, this is a magazine game. As such, I do have a bit of a lower bar for quality, proofreading, etc. While the production quality is good (all components are good quality, and I know of zero counter or map errata) the rules need restructuring and at least one more edit pass.

There are some frightening omissions. First, overruns cost an extra 3 MP beyond the movement cost of the defending hex. This isn't in the rulebook – it's in the minimal posted errata. Given most German units have 8MP, this is a massive mistake. The Soviets are required to make mandatory attacks against adjacent German units during their combat phase. However, the rules state that all German units in Russian zones of control must be attacked. A clarification on CSW has modified that saying all Russian units in German zones of control must attack as well. This is very significant if you're trying to preserve units or leaders. (And as Russian units cannot move if in an enemy zone of control, preservation is important.)

I'll leave final thoughts on the game until my next post, but I'll leave you today with this: If you attempt to play this game, do your CSW forum research first, and play through the first two turns. Ask questions, then start over. You cannot get this game right the first time from the rules as written.

On a different note, it might be worth the effort. More to come.

Friday, September 18, 2009

Conflict returns to the table

After our Red Star Rising (BGG entry, Eric's review, take, my take) wrap up, we had a single session before Eric was off entertaining his mom, so a perfect night for something short, and I proposed a return to Conflict of Heroes (BGG entry, Eric's take, my take) as we'd both enjoyed it when we first tried it, and I was curious to see how the game progressed. This time the aim was to get through scenarios 3 and 4, which sees the whole rule book introduced, as well as vehicles.

In scenario 3 Eric ended up with the Germans, on the attack, to my Russians. I set up an MMG and the mortar on the leading ridge, and the other MMG on the east-most hill. My squads went into protecting the approaches, one to the west (in the heavy woods), one on the choke-point at the road, and the other in the light woods at the end of the wall, just below the hill. All my units were hidden.

Eric came up the road, and around the east side of the hill on the edge of the two boards with most of his squads, with a squad and a mortar to the west, on Hill 342. He made short work of my mortar, and I didn't get much from my artillery, just hitting a single unit all game. However, my lead MMG did some fair damage before succumbing. Eric managed to get two units onto board 4, and getting close to the headquarters. However, I managed to use my squads to fire on and then melee his squads to remove the threat. Eric was left with a couple of pot-shots at my HQ with a mortar with only an outside chance of success, but to no avail, leaving the Soviets with the win.

Onto scenario 4, which sees the introduction of fixed defenses and tanks, and, once more, Eric drew the attacking Germans. I set up my AT gun in the Hasty Defense in the heavy woods to the north of Hill 53, protecting the road, and with a decent field of fire. The MMG went in the bunker, a squad on each of the control hexes, and the spare in the light woods near his entry, hoping to grab back the control/VP hexes when they got captured. One T26 set up on Hill 53, the other on the other hill.

Eric came in strong, and rolled well to quickly remove both squads and one of the T-26s with a Vehicle Destroyed chit draw. One of his tanks ran around to my right and captured the control point, removing the squad there, and then took out the other T-26. At this point I was 5-1 down in units and it was looking bleak. However, the AT gun managed to remove a couple of tanks and disable another. It was this last one that was critical as it was the main unit for taking on the bunker. And so it was that Eric was unable to dent the bunker, and I was able to hold on for a win.

Over both games I was very careful of my CAP expenditure, trying to hold onto CAP for when I really needed it, and also passing a lot, trying to force Eric to use up his units and CAP. As defender, this is often easier than as attacker, especially where if he tries the same passing tactic it leads to the end of the turn, and the game has a limited turn length. This did back-fire on me once, as I ended the turn with 5 CAPs still on the track. What a maroon!

Both games fit into our 3-hour slot and played very quickly once we got back into the swing, which didn't take too long at all. The vehicle extensions work well, and it has a decent feel. There's a decent amount of tension, and there should be good variation and replayability. I'm looking forward to going deeper into the scenario list, especially the bigger ones. And the new versions that are coming out.

Friday, August 28, 2009

Postcards from Smolensk

By now, you've probably seen my brief review of Red Star Rising, and Mike's summary of our 4-session game. Here's my view of the game as it progressed and some after-action thoughts.

Early Turns

Push back everywhere as far as I can. Run ahead with the armor and lock future targets in place. Use the fact that most Russian units can't exit a ZOC on their move.

By the end of turn 3, Army Group North is heading off to Leningrad, Army Group Center had reached the railroad that runs south out of Leningrad, and Army Group South had reached Kiev.

I feel like I'm doing okay at this point.



By turn 5, I've crossed the Luga in the north, crossed the Dnepr in the center, and have invested Kiev in the South. Odessa has fallen without a fight.

Things are still looking pretty good.

By turn 7, the advance on Leningrad has stalled, Soviet reinforcements have begun arriving in the center, and Kiev has been taken. The door to the Crimea is about to be blown open.

Concern is rising, but progress is still being made.

Winter is coming.



Turns 8-11 are winter. It is about here that I really understood what was going on. I was probably too aggressive in the winter turns. All combats in the winter add +3 to your die roll. The CRT looks like this:




Everything from a 7 on includes required step losses. I suffered a lot of attrition in the winter turns.

If you look at the far left edge of the pictures Mike took of turns 8 through 10, you'll see small changes in the area just north of Leningrad. This is where the Finns were trying to break through from the north. If you look on the CRT above, you'll see a couple places where, at 3:2 or 2:1 odds in the woods and roll an 8, the attacker loses a step loss with no harm coming to the defender.

The Finns managed to do this three turns in a row (turns 8-10). After that, there really wasn't anything left up there to use, so I abandoned Finland.

I took Sebastopol on turn 11, and began moving units across the Crimea. The goal was to attack Rostov from the south.

What happened after the thaw in '41 was a stabilization of the center, the repulse of the north, and the destruction of the south.



By the time we reached the fall mud, it was clear that the Soviets were in the ascendency and I'd reached my high-water mark. Rather than spend weeks confirming that fact, we decided to call it after turn 20. Massive Soviet victory.



As a reference, here's some key cities, the equivalent turn number when they fell in real life, and when they fell in our game.











































CityLifeGame
Minsk12
Vilnius11
Riga22
Kishinev33
Odessa54
Tallinn69
Smolensk77
Kiev76
Bryansk712
Vyazma711
Kharkov716
Sebastopol711
Rostov8-


Around turn 7, I started falling behind, never to catch up.

So what happened?

I obviously wasn't aggressive enough in the first three or four turns. Remember my OCS tip about how if you're comfortable with your supply situation, you're not being aggressive enough? Bingo. Fell into that trap.

Notice how I don't have a single armor unit out of supply in the early turns? This is definitely a result of not fully understanding how the supply rules work. In the summer months, attrition from being out of supply is a rare thing – only a 1 out of 6 chance of losing a step. I should have been running my units behind Mike's to force more kills instead of just pushing him back two and three hexes at a time.

Because, if you don't kill off those units, they eventually come back. And when they did start returning, I simply didn't have enough left to hold them off. If I had been able to kill more units off early, I would have been in far better shape in the summer of '41. I need to push the armor further and let supply catch up to them instead of stopping at the edge of my supply range and waiting for the depots.

The buzz on this game in the hands of experienced players, the Soviets have almost no chance of winning. Given how much fun we had playing, I'd be more than happy to get to that point – it would be an enjoyable journey.

Tuesday, August 25, 2009

Red Star Risen

Eric and I were all set to put OCS Korea (BGG entry)on the long-term gaming table, when I started reading the rules for MMP's Red Star Rising (RSR) (BGG entry) on a whim. I'd traded for this one some time back, but never really looked at it much, apart from a quick 'oh, that looks nice' check on the components. The more I read, however, the more I liked the look of this one, and I proposed that we should consider a diversion from the plan. Eric read through the rules and agreed that it looked intriguing, so it became our next target.

RSR covers the whole of the eastern front campaign, from the start of Barbarossa through April 1944, when the Soviets had pushed the Axis back to their start lines and more. A very strait-forward game from a rules point of view, but it takes a few standard mechanisms and adds some very interesting twists.

The first is the turn order sequence, where it goes the same route as the GMT EFS games with an asymmetrical sequence, as follows:

Supply determination (both sides)
Axis reinforcements
Axis move (including overruns)
Axis combat
Soviet combat
Soviet reinforcements
Soviet move (including overruns)
Axis tank movement
Clean up

The first thing to note is that the Soviets fight then move, so the challenge is that the Axis may not be where you want him to be by the time combat comes around. This also has the interesting side effect that when you can pin him down to combat, if the Axis player loses steps, then you can follow up with overruns. Finally, note that Axis tank movement after the the Soviet turn. This gives the Axis player two chances to move his armor units (and overrun) and then a combat before the Soviet player has a chance to react. Potentially very devastating.

The next thing is that RSR starts with the basic Victory in the West chit pull mechanism for the strength of Soviet units, which come in three types, but then introduces a couple of twists. The first is that any Soviet unit that has a strength chit and is not adjacent to an Axis unit in the clean up phase has that chit removed. Interesting, as this models a couple of different things. Firstly, if the unit has already taken a step loss, then it is a simple way to model the continuous feed of replacements to units. Second, it represents additional training provided to units removed from the front-line. Secondly, the initial pool of chits get removed from the game as they are removed from units (for whatever reason), and new chits are added to the cup for each of the three pools during the game, so the average strength builds during the game. Both are neat, elegant, and totally simple, way to reflect the growing strength of the Soviet army over time.

However, before that all sounds too easy for the Soviet player to manage, there's a slight wrinkle. It costs +3 MPs to move out of a ZoC, and guess what the MA of Soviets armies are? Yep, 3MPs. Again, a simple mechanism that models the lack of tactical (although it feels odd to use that word in a game of this scale) flexibility that the Soviets showed in the early part of the conflict. Once those Soviet armies are committed to the front line, they ain't going nowhere until they're dead, pushed back, or the Axis player chooses to release them from ZoC. (German corps have a 4 MA.)

Weather is fixed by game turn, and impacts the whole map equally. The turns are of varying length to better reflect the tempo of combat in the prevailing weather. There is a +3 combat modifier in the first winter, and +1 in subsequent years, for both sides. Which brings us nicely to combat. A pretty standard combat table, odds-ratio, A or D results in terms of step losses or retreats, with three levels of terrain effects, and strength modifiers for rivers. Where it differs is above the normal '6' result, only reached by modifiers. Here, there are automatic step losses, mostly of the 1/1 variety, but with the odd attacker only loss, and heavier defender losses further up the odds. As well as the previously mentioned weather modifiers, an overrun has a +1, and Soviet leaders have a +3/+4. The Axis player does have air units, which gives him a 1-column on attack or defense.

Added to the above, both sides have the ability to breakdown into smaller units to cover more ground, or combine for a more potent force. Stacking is also asymmetric, allowing the Soviet only a single army per hex, regardless of its type or strength, but the Axis can stack several units together, and when there are two panzer corps together then they can create an almost unstoppable force.

Another asymmetric area is in supply. Soviet units are supplied if they can trace a 6MP (rail being half, marsh 2) line to to an HQ, which is itself in supply if it's on a rail line connected to a major supply source. Axis units, on the other hand, have to trace 4MPs (same) to a supply depot, which has to be connected by a chain of depots back to a supply source on the west edge of the board. Units that are beyond double these ranges also have to roll for isolation, with the risk of losing steps, which increases with the severity of the weather, more so for the Axis.

The only weak part, I thought, was in the section on industry and the strategic part of the game. The Soviet player has various types of industrial infrastructure dotted about the map, and which the Axis player can capture. Failing to do so allows more Soviet leaders to come into play, but the whole thing just seemed a trifle unfinished and a little tacked onto the rest of the game.

Overall, from just a read of the rules I was very keen to get this played, and when I suggested Eric look at it, he liked what he saw too, and it became our next undertaking.

(As with Sicily, here's a page of pics taken at the end of each turn, so you can follow along.)

With Eric once more on the attack as the Axis, he made short work of my Soviet starting position, pushing forward with his panzers. He made good progress in the north, where all the Soviets start out of supply, but less so in the south. By around turn 7 he was keeping up with where the Axis had got to in 1941.

From there on, however, things started to go a little awry. In the winter I held him and even pushed back in a few places. I had decided that the Leningrad front was an area where I wanted to focus, as if I could gain control of that front I would be able to sweep around into his supply lines. Eric had pushed forward all the way to the gates of Leningrad before winter set in, but with the +3 modifier I was able to push him back, and with the reinforcements I'd been feeding in there I was starting to work my way around his flank.

My weak area was in the south, where I was a little thin on the ground, and when the good weather came Eric tried to break out. Note the situation at the end of turn 11! Fortunately for me he'd outrun his support and I was able to dump a whole load of new armies into the area, which stabilized. I also saw this as an area with a lot of potential, as it was mostly held by weak Romanian units, so I reinforced there heavily, including my first tank army.

In the middle it was a major holding action, aiming to slowly give ground. By this time the chits in the cup meant that the Axis didn't have the big overruns and combats any more, and was limited to 2-1 and 3-1 attacks. It was also around this time that Eric started rolling like total crap, with 1s coming out every other roll, forcing him back. He also had his panzer corps attacking in a wide frontage in the woods to the south-west of Moscow with no other support, so they'd focus and gain a hex here, but would allow me to advance at the other end there, where he'd pushed me back last turn. This went on for several turns as we went back and fore over the same ground. In the meantime, I'm reinforcing the flanks, and swapping my crummy armies for stronger shock armies and, around turn 20, guards armies.

Going into the second evening session (turns 15-18 - we started with a full day, that covered the first 10 turns) I was starting to feel that I was gaining control. Some large gaps were starting to develop in various places, especially the south. Although a fortuitous overrun result in his panzer movement phase had opened up the way to Kharkov, with only 2 panzer corps and no support it was more a noose than anything. Sure enough, although he held the city for a turn, he ended up losing a couple of panzer steps for no real gain.

I'd added a second tank army to the south, and started driving through the gap that had developed, all the way to the major river, and had cut off his entire southern flank. In a couple of turns I'd removed all Axis units in that area, and had started to cut off supply to the south of his main line. In the north I was clear of his line, had them essentially pocketed and was starting to drive south, ready to cut off supply from the northern part of his main line.

And it was at this point that Eric conceded a major Soviet victory, as there was no way he was going to be able to stop me from pretty much rolling up his line from both directions at my leisure. I'd been studying the position whilst waiting for Eric to arrive that evening, and I'd said that I felt that the game would be over that evening, and so it was.

Eric seemed to be doing well to start with, so what happened? Although he was pushing forward, given that I wasn't putting up much of a fight, but keeping my armies more in reserves, perhaps he wasn't pushing hard enough. In the winter period I was able to push back a little, but this could have gone so much worse for the Axis as pretty much all the die rolls were low, meaning that the combats weren't forcing step losses. It's here that the depth of the Soviet army begins to tell as each step loss drains the life blood from the Axis army, but the Soviets have an almost unending supply of troops to feed into the mix.

Where I think Eric's game collapsed was in the use of his precious panzer corps in the fruitless fight around the woods to the south-west of Moscow in the summer of '42. Although he was winning lots of combats, being unable to cover the whole front with his 6 panzer units meant that I'd just walk straight back into the ground he'd kicked me out of, so he was making no progress. I was delighted to see the panzers fighting over the woods, where what I feared was that he'd bring up the infantry from the south to hold the woods, and move the panzers south to let them loose in the open country. As it was I faced lots of infantry attacks in the clear, being pushed back a hex or two, and even gaining ground as his die rolls sucked mightily. With the panzers coming in from the north and south, I could have been pocketed, with no retreat routes, rather than facing being pushed back across an even front, with clear and safe retreat paths. Whilst the Soviets get a steady flow of reinforcements, it's hard to redeploy armies, and I could have been in trouble.

The other thing that surprised me was that there was little in the way of reserves in the Axis side, pretty much every unit was on the front line. One of the big lessons in OCS is that of maintaining reserves, and I tried to make sure I had a second line where possible. Certainly that became a lot easier for me as the game went on and the reinforcements started to flow. So, when the breakthrough did come in the south, there was nothing there to stop it from being a game winning situation.

One thing we both commented on, was how freakin' far it is to Stalingrad from the Axis starting position. It's still a wonder that the Axis forces managed to penetrate so far into Russia. And that the Soviets managed to push them all the way back again.

The verdict? Absolutely superb game, one of my favorites of all the games we've played together. A monster in scope, the entire east front on one (large) map, the rules are elegant and simple to handle, yet give a great feel. The game simply flows, with little apparent downtime, the various asymmetric mechanisms fitting together just beautifully. The components also must be mentioned. Clear map and counters, comprehensive, and readable, rules. My only gripe is that the northern map uses a marginally different hex size to the main map, and it's impossible to get the alignment straight at both sides. As it turned out, the northern section might as well not have been there, as after a brief attempt on turn 1, Eric gave up on anything happening there.

Go out and get this game, find some table space, and go play it. You'll have a blast.

Eric's going to be out for a session, so with only the one evening before the mini-break to play something, I suggested that we do something short, like going back to Academy Games' Conflict of Heroes (BGG entry), as I'd like to get through all the scenarios in the game this year. After that, we're going to do some Musket & Pike, as we tackle GMT's Gustav Adolf: With God and Victorious Arms (BGG entry) - the whole box, all scenarios. From there it will be OCS Korea, assuming the table is clear. Unless we get diverted again.

Monday, August 24, 2009

Rising Star

Over the last few weeks, Mike and I have been playing Red Star Rising, the entry in Multi-man's IGS line that covers the entirety of WWII in Russia from the initial Barbarossa invasion through the spring of 1944, the point at which the Russians have pushed back into Romania, and are threatening Germany itself.

The game is based on the old SPI Victory in the West system that has random unit strengths, but with a number of changes. The game was previously published in 2004 by designer Masahiro Yamazaki in Six Angles Magazine #9 as “War for the Motherland.” This, in turn, was a complete rework of a version originally published by Rampart Games.

Multi-man gave it a magnificent graphics workover with a map by Mark Mahaffey, one of my favorite artists. (The final version can be seen on Mark's site.) My understanding is there's some rules updates as well. The rules are written by the same team as Devil's Cauldron and Warriors of God (Jon Gautier; writer, Adam Starkweather; developer). I've been extremely critical of their particular style of rules writing in the past, but I must credit them here – from their body of work of which I'm familiar, this is by far their best effort. We had very few rules questions during play.

As I mentioned, the game covers pretty much the entire eastern front. The map (when playing the full campaign game as Mike and I did) reaches from the Arctic circle down to the Caucasus Mountains, and from just inside the Prussian/Polish/Hungarian borders all the way to the Caspian Sea. This at about 35 km/hex. There are six scenarios covering varying amounts of time from the three-turn Introductory Scenario up through the full-meal-deal at 40 turns.

Two structural design choices make themselves known right up front. First, time is relative. One of the bigger problems in modeling large-scale games on the eastern front is how to handle the varying level of activity. OCS handles it through supply availability. Barbarossa (as published in World at War magazine) handles it through changing movement rates every turn. Red Star Rising handles it through changing the time frame covered by a turn. Turn lengths range from 10 days in the height of summer to two months during the mud in spring and fall.

The other interesting choice is an asymmetrical turn sequence. Turns flow as follows:


  1. Supply

  2. Axis Reinforcements

  3. Axis Movement

  4. Axis Combat

  5. Soviet Combat

  6. Soviet Reinforcements

  7. Soviet Movement

  8. Axis Tank Movement

  9. Admin



So, the Germans get to move then fight, the Soviets must fight, then move. This tweak alone allows the Germans much more control over where and when fights happen. And that's before you even get to the Axis Tank Movement phase where the German tanks get to move (and potentially overrun) again.

The game is filled with little design gems like this. One of my favorite – it costs three extra movement points to move out of a ZOC. Russian units typically only have three movement points. No problem, you can always move one hex, right? Yup. Unless you start in a ZOC. This effectively pins any Russian units in place when they're adjacent to the enemy. Until you get to winter when it's only 2MP to move out of a ZOC. (Oh, and only Axis tank and Russian Guard Cavalry can ever move from ZOC directly to another ZOC.) These all work together to emphasize the inability of Russian units to detach from an engagement once stuck in.

Another interesting design is the CRT. Most results are given as A# or D# where the number must be satisfied by retreats or step losses in any combination of the owner's choice. Unless you get into the bottom portion of the chart (rows on the chart are numbered 1 to 10+ and you roll a D6 for combat, and the bottom portion is from 7 higher). If you manage to get down there, you see results like #/# where the numbers are required step losses for each side. How do you get down there? Overruns give a +1 DRM, Winter '41 gives a +3 (the other two winters giving +1) and Soviet Leaders give positive modifiers (usually +2 through +4) to Soviet attacks in their (typically) 3-4 hex range. So, you want to roll high, but not TOO high as the Axis, and once the Soviet replacement system gears up in '42, you want big numbers all the time. Oh, and the CRT isn't strictly linear in the bottom portion. You'll see things like 7 giving a 1/1, 8 giving a 1/-, and 9 giving a 1/1. (Yes, that means an 8 gives the attacker, but not the defender, a step loss.)

Finally, that random unit strength I mentioned earlier. The Russian Army-sized units (and Guard and Russian Armor) draw a chit when they don't have one and are either engaged in combat or adjacent to an Axis unit during the Admin phase. Over the course of the game, the Soviets get these chits as reinforcements, and they get stronger over time. Also, during the admin phase, if a Russian Army unit has a strength chit but is not adjacent to an Axis unit, it puts its chit back into the draw cup. As step losses are taken by flipping this chit, this means a Russian Army unit that takes a step loss but manages to disengage can regain that step loss merely by staying disengaged throughout the turn. This does a good job of simulating the Russian ability to replace losses during the course of the campaign with better and better quality troops. The Axis units, however, are excluded from this chit-draw mechanism.

The deeper you go into the rules, the more you realize the two sides have almost entirely different rules. Supply is handled differently, reinforcements arrive differently, etc. And it just works. The two sides DO play completely differently, but very much along the lines I'd expect. The German army is mobile, strong, but neither large nor resilient. The Soviet army is large, ponderous, and relentless. And gives quantity a quality all its own.

Mike and I mostly got the idea to play this from a thread on ConsimWorld asking “What's your best bang-for-the-buck game you own from Multi-Man publishing?” So many people responded with Red Star Rising as at least part of their answer we just had to give it a go. The effort was worth it. This game is simply (in the vernacular of Dave Eggleston) Top Shelf. There was probably only one rule that made us go “huh?” and that involved removal of Soviet Factories (there didn't seem to be a downside to doing it for the Soviets). Hardly anything major.

I'll give a full session report in my next post, but consider this my mini review after around 20 hours of play.

Top Notch.

Give it a go. If you're at all interested in WWII in Russia, this is probably the most playable full-campaign entry out there.

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, naĆÆve, 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!

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.

Monday, June 22, 2009

New Combat Commander, same old story

Eric arrived for our latest session and we headed out to the garage to get started on the Sicily game, which we set up after our EspaƱa 1936 game in our previous session. We both looked at each other, and both expressed an interest in playing something else. It had been a long week for both of us, and I was coming off a cold, and we both felt mentally unprepared for OCS. So we headed back in for something lighter. After throwing around a few options, Eric wanted to try the Pathfinder campaign from C3i #22, so we set up the first scenario, which features the American airdrop on St. Mere Eglise. I'd been playing the Axis in pretty much every game we'd played recently, so asked to play the Americans, and Eric accepted.

The Germans have just a few units on the board, and the Americans land by random draw to simulate the airdrop. About half of my guys ended up along the 'B' hex-column, 2 units adjacent to his guys (and automatically broken), and one on the opposite of the map in each corner. The biggest issue was that 2 of my 3 leaders were at opposite corners of the map, and not near anyone. In the end they played no part in the action at all. The two broken guys were taken out pretty quickly by Eric's fire, although not before I'd drawn a hero event and so just gave him even more points..

My biggest problem was finding cards that allowed me to move, and I seemed to spend half my time discarding cards. I was making reasonable progress, having captured two of the three objectives, when it came down to the usual critical bit of action. At this point we'd pretty much traded casualties, he having removed all the units that landed close as I couldn't find move cards to get them away nor recover cards, and me from assaulting his units in melee. I advanced into his hex holding 2 ambush cars, and generated a +4 attack. He drew a 9, and I calculated the options. He was at +5, so all I needed was a 6 for the clear win, as that would put him over his surrender level. A 5 would have us both killed, but I would be short of my surrender level by 1, so would still win. Hmmm, I need a 5. I decided to use the initiative whereupon he drew an 8. OK, I still need only a 4. And drew a 3.

At this point I have little option but to try another advance and melee as I have little chance of taking him out with a fire (I have no MGs, and only a small mortar). However, once again it takes me forever to find movement cards and he gets the required ambush cards to kill my remaining unit for the surrender win.

Once again I manage to snatch defeat from the jaws of victory with a freaky card draw. Just like a lot of my CC games. This has got so monotonous that I have now placed CC onto my 'Will not play' list and I'm planning to sell my CC games.

This game did bring up one weakness in the CC system, however, one that I'd never really thought about before. The card decks are tuned for a set of tactics, and if you don't have the force that matches those tactics, then you're going to have problems. Take the American deck. In most of the scenarios the Americans (at least all the regular scenarios that I've played) are dripping with support weapons, and the deck provides tactics that match. Lots of fire, break (or kill) the enemy, then maneuver. Take away the support weapons and you're left with a hand that's heavy on fire cards that you can't really use. (A 6 fire attack against a regular 7 morale unit, in terrain, isn't going to see a lot of success. Add in a leader on defense and it gets even harder. And any number of Sustained Fire cards won't help you when you've no MGs.)

I'm not sure how this impacts other nations/scenarios, and it may be a feature of the Americans only (I think the Germans, at least, are rather more balanced on the card distribution), or even just this scenario. The American player here needs to maneuver, to get troops together to build fire teams to provide some mediocre attack fires. But the tactics forced on him by the card distribution prevents that.

One of my other gaming colleagues is only so-so on CC because he feels that it comes down to ambush and advance cards, and this game highlighted that. With no real way to generate high firepower attacks the only real way to remove the defenders and gain the VP objectives is through melee. Then the game comes down to who can draw the advance and ambush cards. And get the better draws in the melee itself. I was lucky in that I drew advance and ambush cards together twice, but I couldn't draw the movement cards to make use of the advance before Eric had time to discard through his deck and also get ambush cards. As far as I can recall, this is the first CC game I've played where the game ended with the surrender criteria being met, rather than the sudden death.

Over the years I've pretty much had a hate-hate relationship with CC in all its forms, and this game was the final nail in the coffin. Too many games have been little or no fun, with random blow-outs to one side or the other. And I've been on both sides, but mostly the receiving side. I may keep CC:Pacific (I think it's the best of the bunch) but the rest are going on the block. The tactical limitations of the pre-determined deck introduce a restriction that I'm not prepared to deal with. Well, that and the game just hates me.

We fully plan on getting back to Sicily for the next session.

Fulcrums

So, the big plan kicks in. OCS Sicily is back on the table.

Mike and I spent some time after our Espana 1936 game getting Sicily redeployed down in Mike's Garage.

A while back, I saw a reference to an old issue of Operations Magazine that had an article on a simple method for taking down and re-establishing an OCS game. I'll put a post up sometime soon (very soon after this one, schedule willing) that details the method. I can't dig it out at the moment as my access to old Operations Magazines has died with the recent demise of Magweb. Have to consult the archives.

We've used this technique twice now to tear down Sicily for later completion. And it's worked nicely. Took us about 30-45 minutes to get the game back ready for play.

So, last week, Mike and I met to get started again. One catch, though. Neither of us were really mentally ready to play it. I'd been swamped at work, and I believe Mike had as well.

So, what could substitute quickly for an evening's play with no prep time? Combat Commander, of course!

I had been a bit curious about the Normandy Campaign published in the latest C3i magazine. (#22, I believe) it's set up as a sequence of battles where the first is fixed, then you have a small number of choices for each of the next two rounds. So, that meant we were playing scenario #33 from the Paratroopers Battlepack, set on map #2, the bocage around St. Mere Eglise on D-Day. The Americans have landed dispersed and are trying to take the town from a German contingent holding it but not expecting the Americans. Mike took the Yanks as he hadn't played them recently, and off we went.

This is one of those games with random deployment for one side. So, Mike's troops and leaders were all over the map. German reinforcements were due on the 2nd time trigger, and on the 3rd, the American command has organized enough to get an extra order per turn.

For the most part, the the game was tight throughout. VPs toggled back and forth a bit, and I managed to pull an extra HMG crew and leader from the support forces. Time wasn't going nearly quickly enough for my taste, however. Mike had managed to assemble two primary fire teams while two or three other squads remained in cover out of the action.

The weaker of the two teams managed to take out my HMG – a useful item, but with somewhat limited effectiveness in the reduced sight lines around the bocage. This gave Mike one of the three objectives. I had just a lone unit in a second, neighboring objective.

We finally reached a tipping point – Mike had split his primary fire team under cover of smoke to prepare for an assault on the third objective. Success on his part would put me one unit away from surrender and move the VP count to around zero. All this with around three time triggers before we even started rolling for sudden death. Then, I hit a time trigger and removed one of the key smoke markers. I pretty much had to take initiative here and assaulted the smaller piece of the split fire group, eliminating it. If I had not, I would have been assaulted with unstoppable force. However, in the process I had to abandon the objective. I had expected Mike to move into the objective, taking the 8 VP swing, and make me try to take it back from a stronger force while he brought up a unit four or five hexes away in reserve.

Nope. Mike assaulted my unit+leader instead. He had the initiative card and a 4 point firepower advantage. No ambushes, so it was straight up. I rolled a 9, and Mike figured it was worth spending the initiative to make me re-roll. (This after some discussion on which had higher odds: me rolling higher, or his troops dying.) He decided to spend the initiative card and force me to reroll. I proceeded to roll an 8.

If Mike rolls a 5 or higher, he's pretty much got the game in the bag, though I'd spend initiative to make him try again, of course.

If Mike rolls a 4, we all die, I'm one unit from surrender (while he's 2, I believe) and I have almost nothing left on the board while he's got two unencumbered squads available to claim open objectives. I wouldn't spend initiative to re-roll this, as at least I've got a shot at a surrender victory if I can gang up on somebody.

So, 8% of the time I win outright. 8% of the time it's a draw (though really a win for Mike given the circumstances). On the other 83%, I force a re-roll with the same odds. That works out to around a 16% chance or so of my winning the combat outright. A little less than rolling a natural 6 on one die.

Mike flips the card.

He rolled a three.

Yep. In the one critical point where the game is essentially decided either way he had about an 85% chance of success (about 75% of that outright success) and the dice failed him. DSDF rears its ugly head. Again.

At that point, Mike pretty much failed his personal morale check. He still had a great shot at victory as I had two broken units very close to a unit of his, but I was able to rally them before he could take advantage. From that point on, Mike mostly threw things at my units hoping they'd stick with the unsurprising result of a German win by American surrender.

Of course, I saw it as a very tense hard-fought battle that came right down to one critical point where the result wasn't what was expected and involved a very interesting decision point. Somehow, I don't think Mike's report is going to portray it quite that way.

The interesting thing about it is the number I rolled: a 9. Given the 4-point spread in our firepower, this exactly straddled the bell curve, providing the illusion of a toss-up decision.

In retrospect, I don't believe that's the case. I'm not sure I would have spent the initiative when he did. My 9 was going to be the same or better around 27% of the time on a re-roll. If he keeps the initiative, he'd have failed the assault 16% of the time, with another 11% being a “winning draw.” The exact same odds.

I'm going to have to drum up a simulator to figure out what's the best choice here. I've already got the state machine defined, just need to code it up. In my free time.

My gut says, though, that I'd rather have the initiative to re-roll my rolls. I have no idea if that's statistically correct, though. Either way, I was surprised when Mike first assaulted my units, and more surprised when he made me reroll a 9.

Yet another Combat Commander scenario that comes down to one or two critical points. Which, of course, leads to two minds on the thing – either the games are tense and exciting and come down to one or two critical junctures that may go either way, deciding the game; or you may as well just roll a die and declare a winner and save yourself the time.

I'm firmly in the first camp, in case you haven't figured that out on here.

Tuesday, June 2, 2009

Um, sir? Shouldn't we be moving east?

Over the last three sessions, Mike and I have been playing The Mighty Endeavor, the SCS game that covers WWII in Western Europe from the D-Day landings through the Bulge into the early '45 when the Allies crossed into Germany.

The Mighty Endeavor is scaled much higher than many SCS games. Each hex is approximately 15 miles across, and turns are two weeks long. Compare this to the opposite end of the scale, Bastogne, where hexes are 400m across and turns are 1 day. Yet the system scales wonderfully both directions: a testament to its design. The map covers most of France (leaving out the far western tip), BeNeLux, and the western 75-100 miles of Germany, Switzerland, and Italy. (Though the latter two are excluded from play.)

We'd originally planned this as a warmup game to test strategies for play at WBC-West. When I lost a day due to the job change, this game fell off the schedule. I got the Allies in this one so I'd be attacking here vs. defending in Case Blue.

I've played TME once before, over email with Cyberboard, so this was my first ftf play. I was also the Allies in the prior game, so I haven't experienced this game on the defensive yet. I'll have to do that next time.

I'll post a few pictures of the final position, but let's just say that if Operations Overlord, Cobra, Goodwood and Atlantic had gone this poorly in the actual war, WWII may have lasted another five years. We called the game early in turn 19 (That's late January, 1945 and I had yet to liberate Paris. Historically, it fell on August 23rd – turn 8. I was a bit behind schedule.)

Final position in the south:


And in the north:


You may notice the bottom left of the first and top right of the second picture are the same German units. Mike now had the advantage of interior lines pretty much eliminating any chance at flanking attacks.

It's rather hard to give a blow-by-blow account of a game that took place in pieces over the last month and a half or so, but I will certainly bring up some things I did wrong, and hopefully help you avoid these pitfalls when playing the Allies.

First – Know your troops and choose landing sites accordingly.

You'll notice from the pictures showing the ending positions that I ended up with the US in the northern half of the advance, and the CW in the southern half. This is a tactical mistake for the following reasons:
  • The US forces have over twice as many armored divisions as the Commonwealth. (13 to 6.)
  • The US has the only exploit-capable HQ.
Now, the Allied forces need to move fast – the VP spaces are 25-30 hexes away, and you've only got 25 turns to get there. (Interestingly, this is about the pace first expected by Allied HQ – a mile a day.) This means you should put your most mobile forces where the most space is – to the south as they did historically.

I got into this situation by landing the US in what was historically the Commonwealth beaches (Sword/Juno/Gold – the easternmost three). As the line rotated counterclockwise across the bocage, this kept the US forces near the coast – eliminating nearly all their mobility advantage.

Second – Understand Supply

I was rather timid in this game as I was constantly concerned with being put out of supply. This was pretty much a holdover from all the OCS we'd been playing lately. I failed to grasp that supply is much less of an issue to the Allies as the Germans. (Allied units cannot die due solely to being out of supply while German units can.) I failed to use the Surrender rule to my advantage at all. (Essentially, if a German unit has Allied units on opposite sides, it will be out of supply regardless of where its friends are.) Also, running units behind the lines lets you use them to restrict Axis retreat paths before they can be marked out of supply. A key need when a bulk of the Axis strategy is trading space for time.

Third – Use your air drops.

This is an alternate method for getting troops in behind the Germans to cut off their retreats. Watch which troops you ferry in and make sure you drop behind the Germans when you can. You will take losses, but you might create entire pockets that either can't retreat from adverse combat results or must be withdrawn in a large hurry to get them back into supply.

Fourth – Keep your Ace in the Hole in the hole.

I made a very large strategic blunder that was caused by the above tactical blunders. Restricting my mobility and not being aggressive led to my being short of ports. And being short of ports in this game means you have limited attack capabilities. It's a downward spiral you have to avoid early on. In reaction to this, I wasn't very smart in using my six beach landings. I used the first three in typical fashion – two on the Normandy beaches and one near St. Tropez on the Mediterranean. I basically wasted one near Bordeaux, as I didn't keep forces in the area to hold it, nor Bordeaux itself.

This led to me, out of desperation for ports, to use my sixth beach port back on the original Normandy site. While this helped me out in the short term, it allowed Mike to abandon his rear defense without fear of my landing behind him. This let him throw more forces into the front line slowing me down even further. The result was an almost WWI-esque front line where I couldn't get around the edges with any sort of force.

If you're having difficulties, save that last landing – it keeps the Axis guessing and may help keep a sector weak allowing a breakthrough.

The Mighty Endeavor is a very good game. If you like the SCS style of game, you'll likely enjoy it. According to the BGG ratings, it currently ranks 4th in the SCS series behind Bastogne, Fallschirmjaeger, and Afrika II. If you're looking for a game covering the drive to the Rhine, it's going to be near the top of the list. After playing this, I'm wanting to give it another go (and avoid the traps I fell into!), and possibly look at Liberty Roads – the new effort from Hexasim that covers nearly the same ground. With the D-Day anniversary coming up, it just seems appropriate.