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SUNDAY 24 AUGUST 2014


GAME 20 - WOMBAT 52, MAY 1968


And now for something completely different.

I've tried a few sets of Vietnam rules over the years, but this scenario was
mainly a playtest for the 'TAC' series 'Arc of Fire' rules.

These are mostly traditional in terms of tables and mods, though the 'TAC' roll
which sorts the competent troops from the less so, helps adjudicate most of the
action and is a little different to what we're used to.

Playing cards call initiative, and I couldn't help myself comparing with the
smoother feel of 'Force on Force', although there the rules need a bit of work
to make them intuitive. I think running this scenario again with FoF would be a
nice idea and would show up some of the differences between the two styles of
rules and gameplay.




There's a chopper crew down and advisors to the ARVN 30th battalion are the
closest units to hand.




 Improvised armour in the form of the venerable M113.



 ...as the downed crew, plus wounded, try to make it from a rapidly approaching
VC Main Force.



 'Huey Down' near the river.



 Civilians, co-ordinated through the cardplay (and actually quite dangerous),
began to prevent the US getting a clear line of spotting and fire - conflicting
with their rules of engagement.



VC fire pins 2nd squad in the rice paddy, and starts inflicting casualties.



 ...while the VC remain in an eminently defensible position.



High rolls on the d10 wound dice are never good. Two morale checks and a kill.



 The machine guns on the M113 however, help to restore balance to the US
advance.



 Despite encroaching cells of VC.



 Is it too late for them to intercept the helicopter crew?



 A very definite 'yes'. A turn of the card allows the crew to get the jump on
the chasing VC and they make it through the jungle to the HQ element of the US
platoon.









A nice scenario, though I'd like to try something similar with different sets of
modern rules. Arc of Fire is nice but perhaps lacks some of the subtleties that
we see in FoF (eventually, when you get your head around it that is). More to
follow - and perhaps some 'Charlie Company'.



Posted by Duc de Gobin at 10:30 2 comments:
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Labels: Arc of Fire, Modern, Vietnam



SUNDAY 6 JULY 2014


GAME 19 - (NOT) FONTENOY


The call of Maurice is never far away. With discussion as to a suitable
scenario, we resorted to the Fontenoy 1745 scenario in the rulebook, though
using the 1690s figures that we have available.

We opted to use the National Characteristic cards ('a la baionette', 'steady
lads' etc.), and the standard 4+ to hit (rather than 5+ which we had used
previously due to presence of pikes and the prevalence of matchlocks over
flintlocks).

This certainly put a different spin on the gameplay.

Again, a fine and exciting game, with twists and turns and periods where, due to
command attention (cards) being focused elsewhere, troops might sit without
moving, or flanks might be held simply by the imposing presence of elite
cavalry.

Each game is a new experience with these rules, yet, each game also offers a
unique insight into battlefield management in the horse and musket era. You
simply can't do everything that you want to do and half of your time is spent
'fighting fires' which threaten the flank or weaken your centre, while you try
to gain victory.

There are times when it pays to do nothing, other than simply roll for musket
fire in the centre, while you sneakily gather resource and cards to enable a
flank attack with your cavalry, even while your opponent (who may be stronger on
the opposing flank) has to focus on your breakthroughs and thus leave more
powerful forces sitting doing nothing. This is the stuff of period battlefield
accounts.

Very intuitive, fast flowing and seems to echo (as much as gameplay can) our
perception of the period.




The Allied right flank. A mass of French elite cavalry waits to do some damage.



Allied cavalry's early maneuvering is halted through some marshy ground which
wasn't on the damned map.



The Allied assault on the centre.



...as flanks are refused in order to keep an eye on French cavalry.





On the allied left however, English infantry is making headway, as weakened
French cavalry is stalled by musket fire.





French cavalry goes in on the Allied right, routing the Dutch Guards, and
forcing defensive measures.




View from the Allied left...mid game




...and the Allied right



 A refused flank however,




 ...is countered by headway on the Allied left, where a cavalry breakthrough and
rout of French infantry has changed the face of the battle.






Mounting pressure and severe effects on morale with bad dice rolls after losing
units, forces the French to withdraw and gives the allies a victory.


A fast flowing, tense and evocative game in less than 3 hours. You have to love
these rules.

Posted by Duc de Gobin at 12:17 No comments:
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Labels: Maurice



TUESDAY 1 JULY 2014


WHAT A PIECE OF JUNK! (OR...HAN SOLO WAS RIGHT)



 With Friday nights fast becoming 'X-Wing Evenings', it's time for another
'buying expensive licensedTM pre-paintedTM miniatures and playing with glossy
rules style-ee' post.

Now here, we see the introduction of the tramp freighter otherwise known as the
Millenium Falcon. Crappy defence but lots of 360 degree attacks.


There seem to be two options.

Part the first...The Direct Approach (also known as suicide)

a) Fly straight at the enemy TIE fighters



b) ...while the X-Wings do the same (see the 'speed blurs' for the TIES in this
pic - I meant to do that of course)



c) Get swarmed and die







d) sit beside the coffee in the 'graveyard of ships)




Part the second...the Feint (also known as the 'Han Solo Death Star Chicken sh1t
Gamble')

Now the key here is to do what Han Solo did...


 a) Sort of pretend to get involved



b) Fly away..far away and say things like...'I'm not getting involved in your
pesky (and particularly well financed...have I mentioned this before?)
rebellion. Fly around the periphery a lot and take the odd long range shot.

Slight issue here is that the X-Wings get badly shot up and your fellow player
goes ballistic (sorry Steve)



c) Then return as the all conquering hero to mop up, when there's a single
X-Wing left and you have so many shields and hits that you are the equivalent of
an M1 Abrams...




See? Exactly what Han Solo did during the Death Star attack. Let everybody else
kill themselves and then just turn up out of nowhere and say 'you're all clear
kid. Let's blow this thing so we can all go home!' (Did he really say that?
Isn't that kind of...never mind...)




Posted by Duc de Gobin at 14:51 No comments:
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Labels: X-Wing



SATURDAY 7 JUNE 2014


WHAT GOOD ARE SNUB FIGHTERS GOING TO BE AGAINST THAT?





A little late to the party I know, but last night’s game with the ‘Friday Night
Phalanx’ was the now famous ‘X-Wing’.


An excellent game as it turned out, with a thorough and yet elegant system,
which is easy to pick up and runs the gamut from calculated tactical play -
where you are trying to second guess your opponent(s) - right through to more
random unplanned events, which keeps things exciting.





Real bonuses include :
(1)    Components – painted, highly detailed, and assembled to present
information and incorporate all tactical information on the stand or card.
(2)    It’s the original trilogy.
(3)    Beautifully integrated dice mechanics and card mechanisms which give a
real feel for how we imagine starship combat would be and how we remember Star
Wars and Empire in our heads.
(4)    It’s the original trilogy.
(5)    It evokes a real sense of the movies. We were constantly quoting lines
from the films (stay on target) as X-Wings swooped in for the kill or TIE
fighters massed to swarm an unsuspecting (but apparently well funded) rebel
ship. Oh yes, and only Steve can do an accurate TIE fighter ‘screech’.
(6)    Have I mentioned it’s the original trilogy?



 * Movement mechanics operate off templates, the more complex of which can
   ‘distress’ ship/pilot and dictate recovery.
 * Dice/combat gives varying results, resulting in ‘ooohs’ and ‘aaahs’ as
   unexpected critical hits do untold damage to …attack plans!
 * Everything looks really good, and despite scale or range compensation vs
   model size, it’s not something that gets in the way as it might say with
   wargame rules. In fact, I didn’t even think about the scaling until well
   after the game.


We actually were able to play two games in a 3.5 hour window, which is excellent
for 4 players.
Pics are a little intense as my hand was shaking with excitement ;) …











 Game 1: SCREEEEEEEEE!


 



The TIEs take on two X-Wings. It won't be an easy fight; the TIEs have no
shields and are basically a bloke in a vac suit with an engine strapped to him
(oh yes, and solar panels for some reason).




 A black hole appears...and it's full of crisps (potato chips for our American
viewers).



 The action begins. X-Wings are robust, with shields, so if they can take down
some TIE Fighters quickly, they can take the initiative.







In the end however, after taking out one X-Wing, the remaining TIEs are able to
swarm the lone rebel.





Game 2: 4 TIEs and one TIE Advanced vs an A, X and Y wing.






The pesky A wing gets busy right away, darting around like a colonial Viper
(oops, wrong intellectual property)









The Advanced and his wingman take on the tank like Y-Wing, with its 5 hits.
(It's Shermans vs Tiger)






With the X-Wing gone in a freak strike, the rebels have to rely on the robust Y
and the agile A






 ...but the Y can only take so much punishment...




 ...before all attention turns to the A. 'Here they come.'






 Bad dice rolls for the A Wing, as its hopes of at least taking out the Advanced
are dashed, and it succumbs to numbers.
 
 ***
 
A lot more to come of this one then with some larger games and potentially a
campaign of sorts with rebels trying to destroy imperial prototypes, Imperials
trying to find the rebel base and…ahem…an apparently ragtag band of so called
‘rebels’ (who appear to be quite well funded I might add) using hit and run
tactics and deceit to provoke unwarranted attacks against the just, yet wholly
misunderstood, Imperial authority in the galaxy.


All we are trying to do is end this destructive conflict...and bring order to
the galaxy.


Where’s that damned planet killer? We should get a name for it…You know? The
big, grey, dangerous, death globe star thing…That’s it! We should call it, the
‘Dangerous Globe’!

Posted by Duc de Gobin at 04:40 No comments:
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