Sunday, 7 April 2013

Spearhead: Eastern Front 1943

We recently played a game from the Spearhead scenario book ‘Where the Iron Crosses Grow’ covering the war in the East.  The setting for ‘Save What You Can’ is in late 1943 as a German infantry division desperately tries to retreat across a river ahead of closing Russian spearheads. The quirk is that after a few turns,the German players start rolling to see if a dreaded ‘Stand Fast’ order arrives from the Fuhrer.  Needless to say, in our game it did arrive forcing the Germans to halt their retreat and counterattack the Russian hordes.
IMG_20130331_091258 (600x800)
The battlefield from the German baseline - looking to the east.
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Russian mechanised brigade advances swiftly to the west.
IMG_20130331_102239 (800x600)
German infantry (to the left) run as fast as they can for the river crossing and perceived safety.
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Russian tanks arrive, in large numbers!
IMG_20130331_104114 (800x600)
Torrent of steel heading west.
IMG_20130331_104123 (800x600)
Unfortunately this was the best shot I got of the beautiful Russian cavalry.
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German pakfront awaits the Russians in ambush positions.
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Lend-lease Shermans suffer at the hands of the anti-tank guns.
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Reinforcing Panzer battalion suffers heavily in stemming the Soviet armoured thrust.

Saturday, 30 March 2013

General Quarters: Battle of Makassar Strait 1942

Had my first exposure to the classic naval wargames rules General Quarters in the last few days. Written by Lonnie Gill in the 1970s, these give a great feel for WW2 naval combat without too much chrome. Gunnery is abstracted into a quick attack factor versus defence factor comparison, and chart lookups as found in board wargames are frequent but not obnoxious.
ABDA force heads off to battle - cruisers in the foreground with old four stacker US destroyers in the distance.

Dutch destroyers - the Kortenaer would do extremely well.



Japanese shells start to send up water spouts around the Dutch vessels as they weave.
The emphasis is on tactics and steaming into good positions, rather than wondering what type of shell your port 5" turret is going to open fire with.  Torpedoes are fun, with a mini-game type resolution mechanism that requires the firer to correctly predict the next move of the target. Hence, you are much better off with a group of destroyers engaging one target with enough torpedoes to cover all his options.
Japanese destroyers in action.

We played a fictional, but historically possible, encounter in the Dutch East Indies between a Dutch/US force of old light cruisers and destroyers up against a modern Japanese cruiser/destroyer force that was trying to cover an invasion convoy.
My American destroyers commence their torpedo run.

We had time to play it through twice in a day of gaming - always a good sign. The first game was pretty unbalanced as the Japanese force was way too effective for the Allies and had little trouble taking out the Allied cruisers while holding the Allied destroyers at arms length.
Dutch giving as good as they get.

A second game saw a much better balance, with half the Japanese destroyers from the first game taken away.  This made for a great game, as the two Japanese cruisers were still the best vessels in the game, but the Allies had a chance to get at them with torpedo armed destroyers if they were brave.

I had the American vessels, and lost the cruiser Houston fairly early in the battle as the Japanese cruisers wrecked its upper-works with accurate fire and I snuck off for repair in Australia.  But my old 'four stacker' destroyers pressed their attack into the Japanese cruisers and eventually sank one of them with a torpedo spread. Very satisfying.

The Allies still suffered a marginal defeat, but a good game was had.

Saturday, 23 March 2013

TW: Wolf At The Door

I created a scenario for some small group wargaming with Tomorrow's War based on a chapter in The Traveller Adventure.



Wolf at the door


Vargr Corsairs


Some of the most feared adversaries in charted space are the Vargr corsairs of the Kforuzeng. A Vargr corsair band that operates as pirates and/or mercenaries depending on circumstances, the Kforuzeng are currently engaged in mercenary work on the balkanised world of Aramanx, working for the government of the nation of Lanax. Financed by off-world interests, Lanax is using the mercenaries to act as elite commandoes against historical adversary the Union of Senled.  In this mission, Kforuzeng troops have been ferried just over the border into Senled by loaned Lanaxian helicopters under instructions to conduct a snatch-and-grab raid against the headquarters of the Senledian district governor in order to capture a certain High Value Target (HVT). Resistance is expected from troops of the Senled 2nd Armoured Brigade known to be in the area. 
Mission.
You have been ordered to assault a location that reliable sources have identified as an enemy command centre. Neutralise it and bring back a senior HVT and any intel you can lay your paws on! You must contact (move a unit within 3” of) one of the objectives in your opponent’s half of the board and then return at least one unit off your table edge by the end of the game.
Forces.
Kforuzeng Vargr Corsair Band
Basic Force Attributes
Initiative Level: D8
Confidence Level: High Confidence
Supply Level: Normal
Body Armour: 2D (TL2)
Troop Quality/Morale: D8/D8
Overall TL: 2
Attributes: Animosity, Natural Melee Weapons, Poor Initiative (always check to see Who Got Shot).

Vargr Corsair Squad (normally mounted in grav sled or G-carrier)
Fire Team Alpha
1 x Squad Leader w/Laser Carbine
1 x Grenadier w/GL (Lt.AP:1/AT:0) TL2
1 x Gunner with Hvy Laser Rifle (Lt.AP:1/AT:1(L)) TL2
2 x Riflemen w/Laser Carbine
Fire Team Bravo
1 x Fireteam Leader w/Laser Carbine
1 x Plasma Gunner w/PGMP14 (Med.AP:2/AT:2(L)) TL2 EWS
2 x Rifleman w/Laser Carbine
Vargr Corsair Platoon
1 x Platoon Leader w/Laser Pistol
1 x Sniper w/Laser sniper rifle
1 x Forward Observer w/Laser Carbine
1 x Medic w/Laser Carbine
Usually carried in several Buccaneer Grav Platforms.
Vargr Ghoerruegh G-carrier TL: 2 Class: L Type: G2 Main Gun: Beam Laser (TL2 AP:4/AT:2(L)) MGs: 3D Front Armour: (TL2) 3D8 Side Armour: (TL2) 2D8 Rear Armour: (TL2) 2D6 Deck Armour: (TL2) 1D6 Crew: 1+12 Attributes/Notes: TL2 Armour and advanced sensors; Countermeasures; TL2 Stealth.
Vargr Buccaneer Grav Platform TL:2 Class: S Type: G2 Main Gun: HMG (TL2 Hvy.AP:4/AT:1(L)) MGs: - Front Armour: (TL2) 1D6 Side Armour: (TL2) 1D6 Rear Armour: (TL2) 1D6 Deck Armour: Nil Crew: 1+1 Attributes/Notes: TL2 Armour and sensors; Open-topped.
Vargr Oeghaeghz Rruerrgh (Luck's Paw) Air/Raft TL:2 Class: S Type:G2 Main Gun: - (may have pintle MG fitted 3D) MGs: - Front Armour: 1D6 Side Armour: 1D6 Rear Armour: 1D6 Deck Armour: Nil Crew: 1+6 Attributes/Notes: TL2 Armour & advanced sensors; Open-topped.
Operational Momentum Points
Roll 2D6 for total points available to the force.
Before the game, or at the start of any turn select from:
AVAILABLE ASSET COSTS
Asset                                                       Operational Momentum Points Expended
Sniper Team                                                          2
On Call Light Mortars                                           2
Fireteam from Own Platoon                                                 2
Squad from Own Platoon                                     5
Soft-Skin Transport                                              3
Transport IFV/APC                                                6
SpecOps Fireteam                                                3
SpecOps Squad                                                    6
Transport Helo                                                      6
Powered Armored Fireteam                                  6
Tank                                                                       8
VTOL Gunship                                                      8
Artillery                                                                   8
Fixed Air Support                                                  8
Gunship Air Support                                             10
IF Fighter Strike                                                     12

Victory Points for Vargr Forces
¤ For Each Objective Achieved: +15pts
¤ For Each WIA: -1pt (-2 if Casualty is an Officer)
¤ For Each KIA: -2pts (-3 if Casualty is an Officer)
¤ For Each POW: -3pts (-4 if Casualty is an Officer)
¤ For Every Enemy AFV Disabled: +3pts
¤ For Every Enemy AFV Destroyed: +5pts
¤ For Each Civilian Mob Peacefully Dispersed: +5pts
¤ Plus Any Remaining Operational Momentum Points


Wolf at the door

Senled 2nd Brigade





The Union of Senled is one of the oldest and most powerful of the states on the balkanized planet Aramanx, though it has recently fallen on hard times. Political turmoil and economic decline after an abortive coup nine years ago has been made worse by intermittent outbreaks of war with neighbouring Lanax. For the past year a fitful undeclared war has been waged along the frontier between Senled and Lanax. This conflict has largely consisted of a series of raids staged back and forth across the border. Both sides have employed off-world mercenaries to bolster their WW2 tech forces, relying on financial assistance from galactic megacorporations seeking future economic benefits. The border town of Tavanix (which has changed hands between Senled and Lanax several times in recent centuries) is home to the Senled provincial governor and headquarters for the 2nd Armour Brigade, which is assigned responsibility for repelling foreign incursions.  This week, some off-world VIPs have arrived in Tavanix, amidst rumours they are representatives of a megacorporation backing Senled.
Mission
If the enemy or their mercenaries attack, fall back to defensive positions and try to hold out until help arrives.  Your force must start within 3 inches of the table centreline. Success is achieved by holding both objective markers in your half of the board at game’s end.
Forces
Senled Army
Basic Force Attributes
Troop Quality: D8


Morale: D10


Confidence Level: Confident


Supply Level: Normal


Overall Tech Level: 1


On Grid? No


Body Armour: 1D TL1
Infantry Squad
Fireteam A


Squad Leader w/rifle


Gunner w/rocket launcher (TL1 Med AP:2/AT:2(M))


Loader w/rifle


Gunner w/SAW (TL1 TST Lt. AP:1)
Fireteam B


Fireteam Leader w/rifle


Gunner w/rocket launcher (TL1 Med AP:2/AT:2(M))


Loader w/rifle


Gunner w/SAW (TL1 TST Lt. AP:1)
Platoon HQ


Platoon Leader w/rifle


Medic


2-man MG team w/MMG (TL1 TST Med AP:2)

Operational Momentum Points
Roll 2D6 for total points available to the force.
Before the game, or at the start of any turn select from:
AVAILABLE ASSET COSTS
Asset                                                       Operational Momentum Points Expended
Sniper Team                                                          2
On Call Light Mortars                                           2
Fireteam from Own Platoon                                  2
Squad from Own Platoon                                     5
Soft-Skin Transport                                              3
Transport IFV/APC                                                6
SpecOps Fireteam                                                3
SpecOps Squad                                                    6
Transport Helo                                                      6
Powered Armored Fireteam                                  6
Tank                                                                       8
VTOL Gunship                                                      8
Artillery                                                                   8
Fixed Air Support                                                  8
Gunship Air Support                                             10
IF Fighter Strike                                                     12
Victory Points
Victory Points for Senled Forces
¤ For Each Objective Achieved: +15pts
¤ For Each WIA: -1pt (-2 if Casualty is an Officer)
¤ For Each KIA: -2pts (-3 if Casualty is an Officer)
¤ For Each POW: -3pts (-4 if Casualty is an Officer)
¤ For Every Enemy AFV Disabled: +3pts
¤ For Every Enemy AFV Destroyed: +5pts
¤ For Each Civilian Mob Peacefully Dispersed: +5pts
¤ Plus Any Remaining Operational Momentum Points

Vargr corsairs begin their raid.
 

Tuesday, 5 March 2013

New additions to the fleet

Some shapeways Chinese and Japanese warships.

PLA Navy Luyang, Luhai and Luzhou destroyers

JMSDF destroyers

Thursday, 31 January 2013

My thoughts on GDW's Battle Rider

For Xmas I received a copy of GDW's Battle Rider boardgame.  It was the game of fleet combat in the Traveller TNE universe that GDW released in the mid-1990s shortly before their demise in the Great CCG Extinction event that also saw the end of TSR and numerous other boardgame and RPG firms.

Battle Rider is a simplified version of the ultra-realistic, ultra-complicated Brilliant Lances game of ship-to-ship combat that GDW had released a little earlier.  While Brilliant Lances was aimed squarely at a ships crew of RPG players seeking to fight out actions between their small ship and an opposing small ship or ships, Battle Rider had few pretences in being a game in which squadrons of mighty space vessels face off.  Battle Rider stripped out all the surface damage results from minor weapons in favour of concentrating only on weapons capable of inflicting critical hits, which are the main ship-killers in Brilliant Lances anyway.

Things I like:
Vector movement - is well done and relatively playable.  It is like GDW's earlier Mayday vector movement system in that a ship has a present, projected future, and immediate past position marked on a hexgrid.
The initiative system - Battle Rider does not use an IGOUGO system in which one player gets to move all their stuff while the other gets bored. Instead, individual task forces are activated on an alternating basis between the players.
The integration of the Fleet Tactics skill - each commander has a fleet tactics skill level which determines the maximum number of vessels that may crowd together in a single task force. It also determines the number of dummy task forces (bogeys) they may deploy at the start of the game to confuse things for the enemy.
No dice rolling (really!) - Battle Rider was a bit quirky in that it eschewed dice in favour of cards (perhaps because of the popularity of collectable card games at that time?) to resolve detection and combat. Damage from critical hits is resolved by drawing chits from a cup (a bit like Dirtside II).
The Sea Strike scenario generation method - Battle Rider unashamedly copies from the classic game Sea Strike its clever scenario generation system whereby players have a randomly generated mission that is unknown to their opponent.
A good selection of Imperial Navy vessels - Battle Rider has a wide variety of ships common in the canon Imperial Navy and the Reformation Coalition in the Traveller universe.  The counters are full colour and have stats on the back.
The cards that play a key role in the game, replacing dice rolls.

Things I don't like so much:
The points system -  a points system that values ships based solely on their tonnage is too simplistic.  I'm not sure why they didn't go with the cost of each vessel which is already calculated in the FF&S design sequences.
No non-Imperial ships - for some reason there are no ships from the other major races of the Traveller universe. No Zhodani, no Solomani, no Vargr, no Aslan, no K'kree, etc.
Uber missiles - in my playing it turns out that missiles are super deadly.  They are the main ship-killers and particularly so if they are not detected early when they can be engaged by sustained laser fire.  I can't see much reason in not building ships simply stacked with missile launchers to salvo dozens of missiles at the enemy.
The sensor battle - Battle Rider promises to be 'hide-and-seek with bazookas' but falls down because there is little incentive to stick with passive sensors.  Unlike in contemporary naval warfare, in Battle Rider the active sensors almost always greatly outrange the passive sensors.  There are few situations in which it is not a good idea to drive around with active sensors blazing away to detect the enemy at the earliest opportunity.


Wednesday, 26 December 2012

Tomorrow's War meets Platoon Forward: Second Battle

Continuing my solo campaign using Platoon Forward as the guide and Tomorrow's War as the tactical resolution mechanism.  The first post is here.

After their hard-fought victory while covering construction of defences, the Broadsword platoon regrouped and began aggressive patrolling of the countryside surrounding the starport/startown of Garda-Vilis.  The objective was to draw the enemy out, and give them a bloody nose.

The Platoon Forward generator put forward a Patrol Action as the next engagement for the Broadsword Mercs.  The HQ with an attached MG team, two squads and a wheeled ATV out on patrol encountered an undetermined number of Sword Worlds troops on a patrol of their own.  Each force tried to drive the other off, inflicting maximum losses.

The Broadsword Mercs set off on patrol - just another quiet day on Garda-Vilis.

The terrain generated using Platoon Forward was fairly non-descript, some high crops, a highway and a line of average woods down the centre, with a building in one corner.  The patrols would each try to work their way through all the quadrants of the board.
Vargr of Third Squad take down the first Sword Worlds troops to emerge out of the foliage.

Of course, this meant that soon enough they came into contact, with the Sword Worlds force resolving as a couple of squads of infantry supported by an MG team and a light mortar (with an air/raft carrying ammo).
Sword Worlds MG team with light mortar in the background.

The fight was a stand-up one, with the Broadsword Mercs ending up aligned along the edge of some woods and pouring fire across open ground into the Sword Worlds force which took cover in woods and the building.  The range was so close that the light mortar had little to do, and the vulnerable ATV stayed well back.  It turned into a slugfest between fairly evenly matched infantry.
Sword Worlds fireteam opens up.

In the end the dice favoured the Broadsword Mercs, who suffered two KIA and one seriously wounded, but took 13 POWs in various states of distress.  Another victory.
No prisoners! OK, Take prisoners! Mercs round up Sword Worlds casualties left behind as their comrades fled.