Tuesday, March 26, 2013

100th Post

So I've hit a milestone.  I've been at it for two and a half years and considering I don't publicize it much the 22,520 views as of this writing is most gratifying.  I'm sure most are coming from the highly enjoyable Emperor vs. Elector blog for we Imagi-Nation enthusiasts.  I really appreciate the support and comments made, either on the blog or privately.

I haven't been posting much lately which is not from lack of gaming but rather end of term testing and grading.  I should learn not to have my kids generate so many pages to grade.  So I'm going to catch you up with my gaming world in three short tales of dice and daring-do.  Remember to click on any pictures that take your fancy to enlarge.

Caribbean Raid - 1760ish.  This is a replay of a previous game in which Spanish defenders defeated the British invaders.  This time with new players I decided to try Guns of Liberty to see how that would play out.

The situation was such that the British commanders (land and naval) were tasked with destroying Spanish stores and fortifications along with the French privateer/pirate Loup de Mer.  The pirate stronghold, which was paying protection money to the Spanish governor, was on the right.  Their ship disabled from a recent fight.  A redoubt in the center covered the bay and a navigable river.  On the left was woods and buildings.  The British were a mix of regulars, marines, grenadiers, sailors, colonial rangers and light dragoons.

The attack came in the pre-dawn with the first strike against the pirates.  The longboats were spotted but not in time to prevent a landing.  A shallow draft brig came in close to shore to support them with their 12 pdrs.  Although the Rangers flinched at the initial cannon fire from landed guns, that was about the only thing that went wrong all day. 

The Spanish battalion that had been stationed to help protect the pirates were slow to respond, especially since the pirates had liberally plied them with rum to make them ask fewer questions.  As they manned the ramparts freakishly effective cannon fire from the brig began to exact a severe toll.  In short order they fled to the interior of the tower.

Signal rockets had alerted the island garrison and another regular battalion and unit of Free Men of Color turned out.  The British mortar barge was driven off by the redoubt and good shooting but other vessels moved to shore as the brig moved down the cost to fire on the redoubt.  The pirates were quickly dispatched by the colonials who then began to plunder farms.

The garrison of the redoubt was forced to retire and only managed to spike one of their guns.

Although others established a defensive line along the river, it would be flanked and the governor had no choice to try to obtain terms to preserve the town. 

Various cavalry units were out scouting the coast but failed to arrive in either a timely manner or in a place that matter.  Today God is an Englishman.

A week later we gathered for a Flames of War game which was a test for a possible convention game.  Something in the neighborhood of 1700 German late war points were defending in prepared positions against 3000+ British.  The Germans had the vague promise of a panzergrenadier force coming to their succor. 

Early on the German artillery was able to take the British artillery under effective fire and whittled the 8 gun battery down quickly.  Note for the convention: give the British a place to deploy that isn't in the open.  Masses of recon Bren carriers raced forward on the right, but they were opposed by massive 88L71 anti-tank guns and some StuG IIIs from the on-table reserve.  Burners began to dot the field.  In the center the British prepared for a tank assault on the small garrison defending the forward village.  On the left Churchills, Achilles and infantry slowly advanced.  Priority air support in the face of no anti-air resources looked to do great things, but failed all day long.

Some of the German anti-tank guns that were pivotal to the defense began to fall.  Mortars added to the occasional 25 pdr. fire to pin and occasionally destroy the dug in defenders.  In the center, albeit at great cost, part of the village was cleared by tank assault.  As the infantry were getting into range it looked grim.

And then the Panthers and panzergrenadiers arrived.....

Which quickly brought the game to a conclusion.  With eight turns available and we on turn six the Allies conceded.  To add rare insult to injury the Luftwaffe put in an appearance on its single dice attempt.  They had even previously intercepted a British air strike, so it was only fair that just as we thought something would happen, fighters drove off the Luftwaffe.  It would have looked like this:

And finally last weekend a few of us got together to try out Disposable Heroes in 20mm.  Soviets vs. Germans.  As with most skirmish games, it danced line between so much detail that it bogs down and so much abstraction that we may as well be fighting the Red and Blue armies from those childhood play sets.

Each side had three tanks and eight four or five man infantry fire teams.  Both sides made for cover except for the German sniper who felt he had shots right from the start and began picking off the occasional Soviet.


Although the Germans managed to immobilize one of the T-34s, heavy losses among the infantry meant that the day went to the Soviets.  This was a first time play, using only the basic rules, but several things seemed really goofy.  Like in terms of hitting an opposing infantryman it didn't matter whether he casually strolled in the open, or was stationary for several turns.  Wouldn't you find some cover or at least lie down?  Since a tank can go from zero to 60 in one turn it shouldn't be an issue to get up and run.  More games will be required to determine whether it is faster/better than the more familiar Battleground.

Thanks again for the support over the last two and a half years!  May the luck be ever in your favor.








 

Monday, March 4, 2013

Battle of Bagger's Crossroads

After the Confederate defeat on the Nishnabotna River Part I and Part II the Rebs fell back attempting to establish a blocking position at Bagger's Crossroads behind some prepared positions.  A fresh division of 18 regiments plus five regiments from the previous battle with three batteries were attempting to stand against 36 Yankee regiments with nine batteries.  With the losses from the previous battle the Reb regiments were generally larger than their Yankee counterparts, but the advantage in artillery was huge.

Playing the long way on a 6 x 9' table the Rebs were instructed to fight and hold as long as possible but not fight to the last.  Works are medium, dark fields are firm footing (clear) while the others are tall crops and broken ground.


 


With three divisions the plan was to push hard on our left and center, and use the right to tie up and perhaps cut off the lead Reb brigade.  Despite moving forward in column for as long as it was safe the Yanks were unable to prevent the two marching brigades from plugging a hole in the line and establishing a tenuous second line.  On the Yankee right the Rebs skillfully extracted themselves with minimal damage to form a more or less continuous line.




As this reporter commanded Absalom Baird's division on the left I can give the most details there.  Reminiscent of the cartoon in the rule book, my first shot with artillery was "boxcars" to run myself out of ammunition, and next turn got the exact same result with another battery.  Sigh....  Needing to do this the old fashioned way and trusting that the Rebs could not get too aggressive, we combined some first fires followed by passage of lines to continue the advance.  Three successes and three disorders.  The center, spearheaded by Zouaves made progress until running up to the works.  Sensing attacking at 1:1 odds would be a bloodbath, they maintained the pressure without pressing the issue.




On the right progress was steady if slow as the Rebs were pushed back and the works on the hill facing attackers on two sides.  Meanwhile on the left, Brigadier Starkweather led a charge at the head of the 10th Wisconsin while General Baird himself led charges by the 21st Wisconsin and 38th Indiana.  A third charge also rolled forward at the same time as the newly reordered troops advanced behind.

The Rebs being as a disadvantage (down a stand or in one case shaken) could not hold and as they fell back caused some disruption in the second line.  Brigadier Starkweather, as he waved his men forward was struck down.  The 21st WI, in a scene reminiscent of the end of Glory, paused exhausted from their charge atop the hill, only to see a fresh mass of Rebs that opened fire from hasty works and completely eliminated the gallant group.





Still, the line had been pried open and more Yankees charged forward on the left.  Although almost all of the entire Rebel 2nd line had thrown up hasty works, once flanked they didn't help.  In the center two brigades lurked, ready to exploit any movement by the Rebs, while on the right the Yanks finally got into the position they wanted to be able to charge. 



A heroic supported charge threw back the works defender and its supporting unit and the followup created a massive melee as the Rebs would not yield the position without blood. And there was plenty as a crappy dice roll against a huge roll meant the both Reb regiments disappeared in the first round of melee.  Back on the left, an out-of-control charge ended up behind the other works and two Reb batteries with a flag and Confederate brigadier in tow.  One of the Union batteries, having replenished their ammunition, rolled down to where they could enfilade the Confederate works, and just like that a nail-biter saw a Reb collapse. 





After the battle, General George Thomas was heard to ask for a map and comment, "I hear Atlanta is nice this time of year."  "......Recalculating....."

 

Sunday, February 24, 2013

Fire for effect! Repeat... Fire for effect!

So today we traveled a bit south to put on some Flames of War games at.... wait for it.... Fire for Effect Games in Oshkosh, WI.  We found tables at a nice height with cool mat covers (see pictures) and several people interested in giving the rules a try.  The theme was mid-war and initially had Falschirmjagers (with a Tiger) against Americans; five Tigers and two self-propelled AA against American, and at my table grenadiers with three Tigers (sensing a pattern here....) against my Brits.  People new to the game were added in here and there.  I got AJ who had done some miniature gaming but nothing like this.  Click to enlarge pictures.

German paras and a Tiger on table one

Tiny but super powerful force on table two

Our game, striving for a bit of balance among arms

In the first game the lone Tiger waddled over to the nearest objective, said "try and push me off" and the game ended soon.  In  the second the Tiger/SPAA group also won quickly.  On my table I was against Clayton again, a genuine gentleman for a middle-schooler, and I thought we had a big advantage after the deployment.  Massing my six Shermans on the right along with the recon element and most of the infantry/HMG stands, I figured my four towed 17 pdrs. could contain the Tigers.  Yeah..... right.  Didn't help that their Tiger Ace roll allowed them to re roll misses.

Charge!  Only infantry and a pair of spotty guns to stop us!

Redeploy, offering flanks to the ineffectual 17 pdrs.

And as they emerge from a smoke screen, we burn

Out of tanks and unable to hit the Tigers with guns that could kill them it turned to the infantry and recon to try to win the game.  Using a combination of mortar fire and Vickers HMGs to pin German infantry groups the Recon Bren Carriers (upgraded with .50 cals.) successfully assaulted and over-ran three German groups.  Meanwhile at a critical moment the Tigers were deflected from their pursuit of an objective to try and save theirs instead.  In one of the rare moments of success I experienced (AJ was doing all the hurt) I assaulted a bailed out Tiger and eliminated it with grenades, bayonets and harsh language.  So as German infantry closed in on an objective defended only by a pair of AA trucks, our Recon group raced to an objective with infantry double-timing it behind them.

Broad view with the Motivation test in the foreground

VCs all around!

The seemingly invulnerable German 105s opened up on the Recon troop and added another armored scalp to their tally, dropping them below half strength.  We needed to pass a motivation test to win.....  and AJ came through.  Without a doubt the closest, nail-biter game I've experienced with FoW.  Usually it seems someone makes a mistake with deployment or simply gets unlucky early on and the game is over.  Not so this one.  The 17 pdrs. were an epic fail.  They rarely hit.  If they did Clayton usually made his armor save.  If he didn't all I could get was a bailed out result.  Not surprisingly all six of our tanks were quickly burners or runners.

New game on table one, but with predictible results

A different American contingent took on the Falschirmjagers and uber Tiger with another quick exit for the Americans.  As I left to run errands before returning to Appleton Clayton was taking on a Soviet group based on T-34s and a LOT of rocket trucks.  At the time Tigers were up 3-1 for the day.  Makes you wonder. 

Nice to meet some new gamers and introduce our flavor of miniature gaming.  A fine bunch of fellows and a good new game shop at 605 S. Main St.  Oshkosh, WI.







 

Friday, February 22, 2013

Flames of War in Green Bay

On the 10th of February the group returned to Gnomes Games East for a Flames of War day.  We set up an early-war, mid-war and late-war game with a "Free for All" scenario on each.

Early war, BEF vs. the blitzkrieg

Mid war Americans vs. Germans.  I KNEW Santa was a gamer!

Clayton ponders his move, late war Germans vs. British

Two players were trying FoW for the first time and must have enjoyed it because they have since bought more stuff! 

Our game had a Reluctant-Veteran Cromwell company supported by armored infantry, Sextons, recon Stuarts, 17 pdrs. and Typhoons take on a Tiger II, Panthers, PzJr.IV, motorized grenadiers, MkIV panzers and a pair of 105s.  Not much cover meant the 17 pdrs. were very vulnerable and would have been wasted points except for the German desire to destroy them.  The Germans getting the first move meant there were burners right away.  My Stuarts made for an end run while others found what cover they could. 

The right with lots of armor and big guns.

The center with my recon move in the distance

Burners here and there

Meanwhile the early war game ended very quickly with a German victory.  Time enough to plug in a new player and go again.  The mid war game had the unique situation where ALL the American Shermans were bailed at one point.  The Germans had no trouble hitting and penetrating but could not roll the fire-power test to kill them.  Still, it was nip and tuck till the American learned a lesson about double dice following a double move.  Another German win.

Jadgpanzers caught in the open

Panthers hunting 17 pdrs.

Race to cover in the fields

Though I got planes every turn but one they did very little, nor did the Sextons.  In the end it came down to positioning lots of stuff and rushing both objectives the same turn.  The Germans simply couldn't muster the firepower to clear or contest both.  Because of my inability to roll good dice and Clayton's newness casualties were fairly light as FoW goes.  Not so on the other tables.  I believe the score for the day was Germans 3, Allies 1. 

We will be putting on another promotional session with extra armies for people wanting to try it out in Oshkosh, WI in the near future.





 

Monday, February 11, 2013

Kickin' it Old School!

For the final game of the SYW campaign in Europe it was decided to pull out our "old school" figures and units for the "Batailles de l'Ancien Regimes" game.  Figure ratio was adjusted up to 20:1 making infantry battalions either 24 or 30 figures for the most part.  The engagement had Prussians against French, Irish, Swiss and Saxon infantry.  The cream of both sides cavalry was present with gleaming cuirasses everywhere.

The Prussians, under der Alte Fritz, deployed all of the Prussian armored cavalry on the left with some dragoons and superior hussars on the right, where I had the honor to command.  Our center was the weakest, something the French picked up upon.  It appeared the French cavalry was mostly divided on each wing, with the bulk of the French and allied infantry on our left.

The left, with good cavalry ground

The center as the Swiss advance

Initial deployment on the right

A massive, swirling cavalry scrum developed on the left, punctuated by the sound of steel on steel and the scream of horses.  In the center the Swiss boldly marched at the Prussian center.  At first thought to be a sacrificial lamb they proved themselves to be of the stuff of their ancestors.  On the right the mass of heavy cavalry visible on the back table caused me to take a cautious approach.  Looking to whittle them down and soften the infantry before throwing in my own.

Cavalry melee intensifies

Prussian left center as things go bad in the upper right

To the surprise of our side and possibly the French, the Prussian center was ripped open and I had to shift my small reserve brigade to staunch the wound.  Confused charge and counter charge raged there as our numbers (and finally a bit of luck with the dice) gave the advantage to the Prussians.  On the right we had finally soften the French infantry to the point where I thought it right to turn loose the hussars.

One of many complicated melees in the center

Hussars eye their prey...

...and charge home for melee

Saving throws were not kind and the weakened French repelled the hussars not once but twice.  At that the French cuirassiers began to deploy and charge, having been somewhat weakened by the fire of the Prussian "Brummers."  On the left the Prussian cavalry prevailed but was largely a spent force.  As Saxon grenadier guards and others began to shift to the center the Prussian infantry on the left advanced.

Now the French cuirassiers charge

Having stabilized the center, new foes appear

Beautiful battalions march forward

As playing time elapsed or perhaps fatigue set in, the Prussians were advancing on the left, heavily engaged but thought to have an advantage in the center, and on the right had miraculously turned back the French heavy cavalry.  Judging their infantry, which had been engaged heavily as well was not going to do anything, the cavalry turned about and road off to fight another day.

The smaller units were noted to be much more maneuverable but much more brittle compared to the 60 figure units we are used to fielding.  Cavalry was run more as regiments than the usual squadrons and they dominated play wherever they were.  I had played some smaller games (as in fewer units) before using the smaller battalions but it was nice to confirm that BAR plays just as well with small units.

For  the players bringing figures it was a chance to use units that had seen little use since the 80s in my case.  Most of the infantry were old MiniFigs, Hinchcliff or even Scruby figures.  All except for some lovely Mindens fielded by der Alte Fritz.  Six players kept the game spirited and fast moving.  Wine and cigars contributed to the "old school" feel.

A couple more pictures of the action as we close.

Jägers nip at flanks and survive

Saxon and Prussian grenadiers in action