Needless to say I didn't get the results I was hoping for. Not entirely sure what I was expecting but this wasn't it. Maybe I was hoping the black would gain a green tinge so it would look very dark green instead of black. What I got was no recognizable change to the black and the grey and blue lines turned green. To say I'm disappointed is an understatement. To fix my tank I need to stripe the paint off and start all over. For now I'm going to put it on the shelf and work on other stuff. The only good thing I can say about this is that I really like the look of the black and green. I think I will use this color scheme for my second company when I want to add a second formation to my list. Unfortunately I'm no longer a fan of my stripe design. Think I still want to same colors but I'm thinking of switch to a camo pattern. In any case I'm putting the pause back on my Team Wraith until I can assess where I want to take them from here. In the meantime for Team Yankee I can put together and paint the Gepard box that I have. I have to admit, even with all the problems I keep running into that it is nice to get back into Team Yankee.
Wednesday, October 12, 2016
Returning to Team Yankee
I gave up working on my Team Yankee stuff when Tracy drop it so he can concentrate on a different project. I left off at nearly finishing my first tank. All I needed to do was to shade, add decals and then seal. I encountered a friend last week whom we had convince to get into Team Yankee during our summer demos. He mention that he has some Americans but is having trouble getting the rule book. He also mention another friendly player that has pick up some Team Yankee models. The conversation encourage me to at least finish my current models. Knowing that I still have people to play with renew my interest in the game. So I applied the shade to my almost finish vehicle and this was the result...




Needless to say I didn't get the results I was hoping for. Not entirely sure what I was expecting but this wasn't it. Maybe I was hoping the black would gain a green tinge so it would look very dark green instead of black. What I got was no recognizable change to the black and the grey and blue lines turned green. To say I'm disappointed is an understatement. To fix my tank I need to stripe the paint off and start all over. For now I'm going to put it on the shelf and work on other stuff. The only good thing I can say about this is that I really like the look of the black and green. I think I will use this color scheme for my second company when I want to add a second formation to my list. Unfortunately I'm no longer a fan of my stripe design. Think I still want to same colors but I'm thinking of switch to a camo pattern. In any case I'm putting the pause back on my Team Wraith until I can assess where I want to take them from here. In the meantime for Team Yankee I can put together and paint the Gepard box that I have. I have to admit, even with all the problems I keep running into that it is nice to get back into Team Yankee.
Needless to say I didn't get the results I was hoping for. Not entirely sure what I was expecting but this wasn't it. Maybe I was hoping the black would gain a green tinge so it would look very dark green instead of black. What I got was no recognizable change to the black and the grey and blue lines turned green. To say I'm disappointed is an understatement. To fix my tank I need to stripe the paint off and start all over. For now I'm going to put it on the shelf and work on other stuff. The only good thing I can say about this is that I really like the look of the black and green. I think I will use this color scheme for my second company when I want to add a second formation to my list. Unfortunately I'm no longer a fan of my stripe design. Think I still want to same colors but I'm thinking of switch to a camo pattern. In any case I'm putting the pause back on my Team Wraith until I can assess where I want to take them from here. In the meantime for Team Yankee I can put together and paint the Gepard box that I have. I have to admit, even with all the problems I keep running into that it is nice to get back into Team Yankee.
Monday, October 3, 2016
My First Circle Orboros Picks
I spend a day looking over my options for what to play in Circle Orboros and I have to say I am overwhelmed! I could tell the faction deck was pretty thick but I was still surprise at how many cards I got. Even with a handful of duplicates and warlocks needing 2 cards each, I feel like I have more options with Circle Orboros than with any other faction tabletop game I've committed to outside of maybe Battletech. Even if I was in a position to immediate start collecting, I would definitely play many many games with proxies so I would have some clue of what to get. With so many choices, trying to balance an army list between my own unique theme, how I want to play the game and what is actually viable is a little daunting. Fortunately I have experience with multiple different gaming systems to help out.
I've made some initial choices for my army which includes my first 10 point list and strangely enough the focus on my army theme help narrow down what I went with. Warlocks are the most important part of the army and I've decided to settle on 3 for now. Kaya the Moonhunter is my Zifa analogy and the warlock I used in my first list. Kaya and Zifa looks nothing alike so I will be making my own model for her. At one time I had a model for Zifa but I never assembled it and it started to tarnish. I will probably have to get a new model for her after I make sure how big Kaya is. The other warlocks I will be moving forward with are the two versions of Morvahna. Both versions have the abilities and spells I could associate with the ruler of my Fairy army. I haven't came up with a name for her yet but how I envision her looking isn't that different from Morvahna. If I like how she plays I will be picking up one or both Morvahna models, eventually. On the other hand I pick Kaya the Moonhunter because no other warlock had a design I could see Zifa using. I will need other warlocks later on when I expand on the Fairy Army's story to include more characters but for now I will just concentrate on the three.
As for the rest of my 10 point list I use a mix of solo units I'm interested in and a few light warbeast to fill it out. The solo units I'm using are a Druid Wilder, Bloodweaver Night Witch and Gallows Grove. I really like the Druid Wilder, like her game effects and thought it would fit perfectly into my Fairy army. If I enjoy her play style the Druid Wilder will be the first Circle Orboros model I will pick up. Bloodweaver Night Witch on the other hand is something that would be in Zifa's army. Will be looking to convert some for Zifa unless I dislike how they perform in the game. Gallows Grove was added to fill out points. Also it would be something easy to convert for Zifa if I keep it apart of my army. The next part of my list is about light warbests. Laris comes free with Kaya and I paid for Scarsfell Griffon, Wild Argus and Woldwyrd. These picks were mainly for me to get a feel for a variety of warbeasts. Since Laris and Kaya is a team I will need to makeup my own conversion for Laris. Depending on how big it is I may kitbash one of my Tyranid Hormagaunts to make a Zifa's Wild Argus. Lastly I realize I have an incomplete Warhammer Cockatrice which I could use to convert into a Scarsfell Griffon, or one of the other Griffons. Just need to get with my friend so I can compare sizes for my plan conversion to his Trollbloods. Once I get that done I can start work on my custom versions. I also would like to play with my 10 point list this week but that may not happen until next week. I will post any progress I make with Hordes here. Until next time!
I've made some initial choices for my army which includes my first 10 point list and strangely enough the focus on my army theme help narrow down what I went with. Warlocks are the most important part of the army and I've decided to settle on 3 for now. Kaya the Moonhunter is my Zifa analogy and the warlock I used in my first list. Kaya and Zifa looks nothing alike so I will be making my own model for her. At one time I had a model for Zifa but I never assembled it and it started to tarnish. I will probably have to get a new model for her after I make sure how big Kaya is. The other warlocks I will be moving forward with are the two versions of Morvahna. Both versions have the abilities and spells I could associate with the ruler of my Fairy army. I haven't came up with a name for her yet but how I envision her looking isn't that different from Morvahna. If I like how she plays I will be picking up one or both Morvahna models, eventually. On the other hand I pick Kaya the Moonhunter because no other warlock had a design I could see Zifa using. I will need other warlocks later on when I expand on the Fairy Army's story to include more characters but for now I will just concentrate on the three.
As for the rest of my 10 point list I use a mix of solo units I'm interested in and a few light warbeast to fill it out. The solo units I'm using are a Druid Wilder, Bloodweaver Night Witch and Gallows Grove. I really like the Druid Wilder, like her game effects and thought it would fit perfectly into my Fairy army. If I enjoy her play style the Druid Wilder will be the first Circle Orboros model I will pick up. Bloodweaver Night Witch on the other hand is something that would be in Zifa's army. Will be looking to convert some for Zifa unless I dislike how they perform in the game. Gallows Grove was added to fill out points. Also it would be something easy to convert for Zifa if I keep it apart of my army. The next part of my list is about light warbests. Laris comes free with Kaya and I paid for Scarsfell Griffon, Wild Argus and Woldwyrd. These picks were mainly for me to get a feel for a variety of warbeasts. Since Laris and Kaya is a team I will need to makeup my own conversion for Laris. Depending on how big it is I may kitbash one of my Tyranid Hormagaunts to make a Zifa's Wild Argus. Lastly I realize I have an incomplete Warhammer Cockatrice which I could use to convert into a Scarsfell Griffon, or one of the other Griffons. Just need to get with my friend so I can compare sizes for my plan conversion to his Trollbloods. Once I get that done I can start work on my custom versions. I also would like to play with my 10 point list this week but that may not happen until next week. I will post any progress I make with Hordes here. Until next time!
Thursday, September 29, 2016
Looking into Hordes
Warmachine/Hordes has been on my radar for a while now. I've been on the verge of picking up Warpborn Skinwalkers to use as Chaos Ogres for some time. A few years ago I played a demo of Warmachine and I enjoy the experience. I didn't get into Warmachine at the time because I wasn't that fond of the steampunk genre. Of course I didn't know about Hordes then.
If you don't know what I'm talking about Warmachine and Hordes are two related but different sister games. They each have mechanics unique to them. Warmachine is game base around having a wizard whom controls arcane golem-like constructs called Warjacks. Hordes is based around having a wizard whom controls monstrous beast. Both systems are compatible with each other so a Warmachine army can fight against a Horde force. Storywise both games are in the same fictional universe called Iron Kingdoms.
Iron Kingdoms on a whole seems to be a mix of traditional fantasy and steampunk. And since I'm still not a fan of steampunk, you are probably wondering what change? Well, it starts with my friend Phil. He is my Warhammer friend. He plays a lot more games than I do and sometimes he gets in the mood to play a certain game for a while. He recently told me he has the itch to play Hordes lately. For me this would be a good time to learn the game. Phil owns a large collection of Trollbloods, enough for the both of us play each other. Beside Phil, my local gaming store has a large community of Warmachine/Hordes players. I'm sure that once I get my own army I can easily setup or join a Warmachine/Hordes campaign.
The question for me is which force to pick? I was surprised when I look into what is available that there were only 4 Horde nations plus mercenaries. I had to remind myself that Hordes is technically only half of the game. Of the four nations I keep coming back to Circle Orboros. Whatever I play in Hordes, that force will be connected to the fluff I've started here on the blog. In thinking about how I want to expand my story, I came up with three ideas I could use a Hordes force. Unfortunately all three ideas would be closest represented by Circle Orboros. Those ideas are a Zifa force, a Fairy/Nature force and a off-shoot of the Shieldmaidens. My first idea for Hordes was a Zifa Winter small force. Zifa has been one of my favorite characters even though most if not all of her material has been deleted here because of cancelled campaigns. She is a chaos sorcerer and apprentice to the Chaos King. Her epithet is Dark Druid and more so than my other characters I envision her army looking quite a bit different than what my collection can show. The downside to me making a Zifa army is that I want to expand my collection beyond chaos and Zifa's Horde army would probably require more than a few conversions. The second option is a brand new army for me. I develop the idea of a nature army while working on the plot of my Holy Moon series. I haven't read the fluff of the Circle Orboros but my guess would be its similar to what I have in mind for my nature army. The third option I beginning to think would not be a very good fit. I'm still working on who and what the Shieldmaidens are and while I can imagine part of the organization could have a druid-like element to it, that would be a reach and takes them in a direction I'm not sure about yet. The reason I pick Circle Orboros for the Shieldmaidens is because the other 3 Hordes nations fit the maidens even less.
I guess with what I've said so far my choice for what to play in Hordes should be obvious. Just need to come up with a name for my fairy/nature army. I did play my first game of Hordes today and I enjoy it very much. I am confident now that Hordes will be a game I can get into though it will be a while before I will have my own army. I did pick up the Circle Orboros 2016 deck so I should have all the stats of every Circle Orboros unit in the game. This will allow me to play with proxies until I am able to purchase an actual force. Plus since I will have the rules and look up model's base sizes, I can kitbash my leftover Chaos stuff to make part of my Zifa army as well. My Zifa army and fairy army will look nothing alike but while I am short on both, I don't mind mixing them up. Let see where Hordes take me!
If you don't know what I'm talking about Warmachine and Hordes are two related but different sister games. They each have mechanics unique to them. Warmachine is game base around having a wizard whom controls arcane golem-like constructs called Warjacks. Hordes is based around having a wizard whom controls monstrous beast. Both systems are compatible with each other so a Warmachine army can fight against a Horde force. Storywise both games are in the same fictional universe called Iron Kingdoms.
Iron Kingdoms on a whole seems to be a mix of traditional fantasy and steampunk. And since I'm still not a fan of steampunk, you are probably wondering what change? Well, it starts with my friend Phil. He is my Warhammer friend. He plays a lot more games than I do and sometimes he gets in the mood to play a certain game for a while. He recently told me he has the itch to play Hordes lately. For me this would be a good time to learn the game. Phil owns a large collection of Trollbloods, enough for the both of us play each other. Beside Phil, my local gaming store has a large community of Warmachine/Hordes players. I'm sure that once I get my own army I can easily setup or join a Warmachine/Hordes campaign.
The question for me is which force to pick? I was surprised when I look into what is available that there were only 4 Horde nations plus mercenaries. I had to remind myself that Hordes is technically only half of the game. Of the four nations I keep coming back to Circle Orboros. Whatever I play in Hordes, that force will be connected to the fluff I've started here on the blog. In thinking about how I want to expand my story, I came up with three ideas I could use a Hordes force. Unfortunately all three ideas would be closest represented by Circle Orboros. Those ideas are a Zifa force, a Fairy/Nature force and a off-shoot of the Shieldmaidens. My first idea for Hordes was a Zifa Winter small force. Zifa has been one of my favorite characters even though most if not all of her material has been deleted here because of cancelled campaigns. She is a chaos sorcerer and apprentice to the Chaos King. Her epithet is Dark Druid and more so than my other characters I envision her army looking quite a bit different than what my collection can show. The downside to me making a Zifa army is that I want to expand my collection beyond chaos and Zifa's Horde army would probably require more than a few conversions. The second option is a brand new army for me. I develop the idea of a nature army while working on the plot of my Holy Moon series. I haven't read the fluff of the Circle Orboros but my guess would be its similar to what I have in mind for my nature army. The third option I beginning to think would not be a very good fit. I'm still working on who and what the Shieldmaidens are and while I can imagine part of the organization could have a druid-like element to it, that would be a reach and takes them in a direction I'm not sure about yet. The reason I pick Circle Orboros for the Shieldmaidens is because the other 3 Hordes nations fit the maidens even less.
I guess with what I've said so far my choice for what to play in Hordes should be obvious. Just need to come up with a name for my fairy/nature army. I did play my first game of Hordes today and I enjoy it very much. I am confident now that Hordes will be a game I can get into though it will be a while before I will have my own army. I did pick up the Circle Orboros 2016 deck so I should have all the stats of every Circle Orboros unit in the game. This will allow me to play with proxies until I am able to purchase an actual force. Plus since I will have the rules and look up model's base sizes, I can kitbash my leftover Chaos stuff to make part of my Zifa army as well. My Zifa army and fairy army will look nothing alike but while I am short on both, I don't mind mixing them up. Let see where Hordes take me!
Friday, September 16, 2016
A Short Update
I'm current working on a few pieces that I had hope would be out soon. An article about my BattleTech Campaign plans, possible new game I'm thinking about getting into, the paint job on my Team Yankee tanks or a Topic of the Week were all things I was working on and had hope at least one of them would be out by now. That didn't happen thanks in part to me getting extremely sick this week. I wasn't able to accomplish anything this week (outside of planning out my National Write a Novel Month novel for this year somehow through delirium). After seeing a doctor today I have manage to recover significantly and hope to release something this weekend. I can only hope because I haven't heal from my illness yet, I'm just feeling much better. Thank you for your interest.
Sunday, September 4, 2016
Holy Moon Update
With everything else that I'm working on I felt I need to discuss the reasons why my Holy Moon/Scarlet Nights series hasn't started yet. First and foremost when I decided to do Holy Moon I had very little planned out. I figured that since many of the plot points were going to be decided by the results of game battles, I could just make up the story as I went along. The only things I had worked out was the meaning of the name and concepts of a few main characters that I later work to flesh out. I figure I could just wing it since the result of games would have an affect on the story. I saw myself similar to being a comic book/manga writers that release a new chapter weekly or monthly. But then I realize I was mistaken. Most manga artist probably don't write their stories on the fly. They spend a lot of time developing their story before its starts being release. Sure in many cases the story develops in ways that is either different or in new ways the author didn't initially plan but overall professional writers knows the high points of their story. I know of examples of manga artist putting their work on hiatus so they focus working on their story.
Realizing this, I knew I was unprepared to start writing a serial. Of course I can't have a hard outline of the plot since I want game results to have an impact on the story. However I do need to have a better understanding of my plot elements. In advance I need to know who are the major players in the world that have the potential of appearing in the story and I need to know what are their goals. That way I will have a firm understanding of what the stakes are in each battle as well as know what each side will do next if they win/lose. So on this front I need to do a lot of prep work to make the vision I have for my series work. Prep work I will enjoy doing and now have more time for.
For most of this year Team Yankee has crowded out my other miniature hobbies, which is another reason I haven't done anything with Holy Moon. But now that my podcasting partner is focusing his time on a different project, it doesn't make as much since for me to all my hobby time into Team Yankee at the moment. Which is a little sad with so much movement with Team Yankee as West Germans were just release and British is coming out next month! I didn't expect British to be coming so soon. I'm not completely abandoning Team Yankee as I still have a lot of work to do on my models but since it is unlikely I will be able to play a game of it anytime soon, it is now no longer a focus of me.
Speaking of models that need work, there is one last point I want to make on the Holy Moon delay. I don't limit my imagination to the games I'm playing. Instead I let it run wild and then later try to conform those ideas into a game system. As a result many of the story concepts I want to write about are models that I do not own yet. And the ones that I do are unassembled and/or are not painted. Painting has always been my bane in this hobby. Getting something on the table so I can play has always been my one number priority. Painting has been an important but distance second. But that is not going to work for essentially a miniature comic so I need to overcome my personal insecurities with painting. Getting my sizeable collection fully assembled and painted is not only a must but a start for something new for me as well. Up to this point I never had to consider buying or building terrain. I have always join communities that already had plenty of terrain so their was no need for me to add to it. With the Holy Moon project I now have great need for not only my own terrain but also miniature set pieces you would find in a board game. I can still use the terrain at my local gaming store when I'm playing out the game battles. What I need terrain for is the fiction sections of Holy Moon. Much like a light novel, I want to have a few images to go with my story parts. That means I need appropriate terrain to take pictures of. I'm thinking I will be reusing a handful of locations for these images. Throne room, meeting hall, camp fire and the like. So I don't have to pick up a lot of terrain (at least not immediately) but considering I currently have none this will take some time. And the exact terrain I will need will be depended on where my prep work discuss above will take me. Since this all will take a while, in the mean time I will post pictures of finished Holy Moon models. This will gives myself and anyone interested a sense of progression until Holy Moon is ready to start. Thanks for your interest.
Realizing this, I knew I was unprepared to start writing a serial. Of course I can't have a hard outline of the plot since I want game results to have an impact on the story. However I do need to have a better understanding of my plot elements. In advance I need to know who are the major players in the world that have the potential of appearing in the story and I need to know what are their goals. That way I will have a firm understanding of what the stakes are in each battle as well as know what each side will do next if they win/lose. So on this front I need to do a lot of prep work to make the vision I have for my series work. Prep work I will enjoy doing and now have more time for.
For most of this year Team Yankee has crowded out my other miniature hobbies, which is another reason I haven't done anything with Holy Moon. But now that my podcasting partner is focusing his time on a different project, it doesn't make as much since for me to all my hobby time into Team Yankee at the moment. Which is a little sad with so much movement with Team Yankee as West Germans were just release and British is coming out next month! I didn't expect British to be coming so soon. I'm not completely abandoning Team Yankee as I still have a lot of work to do on my models but since it is unlikely I will be able to play a game of it anytime soon, it is now no longer a focus of me.
Speaking of models that need work, there is one last point I want to make on the Holy Moon delay. I don't limit my imagination to the games I'm playing. Instead I let it run wild and then later try to conform those ideas into a game system. As a result many of the story concepts I want to write about are models that I do not own yet. And the ones that I do are unassembled and/or are not painted. Painting has always been my bane in this hobby. Getting something on the table so I can play has always been my one number priority. Painting has been an important but distance second. But that is not going to work for essentially a miniature comic so I need to overcome my personal insecurities with painting. Getting my sizeable collection fully assembled and painted is not only a must but a start for something new for me as well. Up to this point I never had to consider buying or building terrain. I have always join communities that already had plenty of terrain so their was no need for me to add to it. With the Holy Moon project I now have great need for not only my own terrain but also miniature set pieces you would find in a board game. I can still use the terrain at my local gaming store when I'm playing out the game battles. What I need terrain for is the fiction sections of Holy Moon. Much like a light novel, I want to have a few images to go with my story parts. That means I need appropriate terrain to take pictures of. I'm thinking I will be reusing a handful of locations for these images. Throne room, meeting hall, camp fire and the like. So I don't have to pick up a lot of terrain (at least not immediately) but considering I currently have none this will take some time. And the exact terrain I will need will be depended on where my prep work discuss above will take me. Since this all will take a while, in the mean time I will post pictures of finished Holy Moon models. This will gives myself and anyone interested a sense of progression until Holy Moon is ready to start. Thanks for your interest.
Tuesday, August 23, 2016
Fulda Gap Ending
It was decided to end the campaign a little earlier than planned after 20 games played instead of 24. Since it was the last day of the campaign (this was about a month ago) Tracy and myself decided to travel to Oklahoma so we could play with the rest of the group. With nearly everyone together we finish the campaign with 2 team battles, played simultaneous. Both games were 2 versus 2 using the No Retreat mission. While no one had access to additional points, all the other special campaign rules were in affect including a few new ones. The US couldn't use laser-guided projectiles except with off-board artillery. The reason for this was to assume the US side had run low on copperhead ammunition since every US player spam them. The US reserve rules were change in that the roll succeeds on a 4+ instead of a 5+. Lastly the US morale rules were changed. As long as the total US force has more than 50% of its formations in Good Spirits and at least 1 US force commander on the table then no formation morale check is need. Once the percent drops below 50 then any US force that cannot make a formation check fails automatically and is removed at the end of US turn. All other morale checks follow the normal rules. The reason for this change was to make sure a player didn't get eliminated too early. In the end it didn't affect either of the 2 games.
I had plan to do a battle report of the game I was apart of but that would have require more time than I had. Battle reports greatly extends the length of a game because I have to pause after every turn to take pictures and notes. Since there was a very real end time and teams games have the potential take longer than one on one games, I decide to scrap the battle report plan. Here are some pictures I took of the game.
The US and Soviets forces each won one game. The US won the game I was apart of. The game was played along the length of the table and a river bisected the battlefield. It was ruled that the T-72s could cross the river with a bogging check but couldn't end their turn on it. We as the US players line the river with minefields. This made the river effectively a barrier that the Soviet didn't want to cross. Since they couldn't proceed with their swarm of T-72s and BMPs, the Soviets gamble by advancing their air support and had hopes of taking out high priority targets. Unfortunately for the Soviets, the US brought plenty of anti-aircraft fire to deal with the Soviet's air. Without ground support, the Hinds and Frogfoots vanish into balls of smoke and fire. With the rest of the Soviet's force stalled, it gave the US time to get reserves in. The US off-board artillery drop a minefield into the middle of a swarm of Soviet infantry and vehicles which locked them down and served as the final nail in the coffin. I brought six M109s and I could drop bombardments that could easily hit 10 or more infantry and vehicles (their first shot was to drop 2 more minefields). With so much concentrated firepower the Soviets were just shredded. By turn 3 one of the Soviet players were completely eliminated. The other Soviet player wanted to continue a little longer but after one more turn realize there was nothing he could do.
The results on the other table were vastly different. I wasn't able to follow what was going on but I did get a few highlights. Like our table, the US over there had plenty of anti-aircraft fire power. Realizing this Tracy loitered his Hinds off the board until the Soviet ground forces were able to deal with some of that AA. Once it was safe Tracy brought the Hinds back on the board, which took the US players by surprise. I think they completely forgot about the Hinds. The game was decided when Tracy's partner dash an unit on to the objective without the US players realizing it. The Soviet player didn't know dashing units cannot take objective but the US player now alerted to the danger was unable to contest or remove the unit so the Soviets won anyway.
During the game I had over heard US won air superiority. I still don't fully understand how the extra air assets is determine but apparently air superiority for one side is a possibility. What this means is that one side gets the maximum air assets available while the other gets very little. Now knowing this, there was a past campaign turn where I am pretty sure Soviets won air superiority. For the final games, this was another factor for the US on my table winning so big. Not sure how Tracy was able to manage on the other table but it seems the Soviets over there were in full control of that game.
The final campaign score was 70 to 54 (or something like that) for a Soviet victory. I didn't write down the final score but it was in that range. Overall the campaign was very fun to be apart of. The Campaign Manager came up with many interesting and unique mechanics for the campaign. Some I thought were great and added to the game, while others probably sounded better on paper than in practice. My personal favorite aspect of the campaign was that battles were based on real locations. Using google maps as a reference, I got to play on uniquely design game boards that players probably would never that thought to setup. Playing on these types of boards change how I see Team Yankee for the better. Now that the campaign is over, discussion can be done to improve the ideas used in this campaign so that the next one will be even better. At this point I am unsure if I will be able to participate in the next campaign though I will love to follow what's going on with it. In the meantime I will continue be working on Team Yankee models. Until next time!
I had plan to do a battle report of the game I was apart of but that would have require more time than I had. Battle reports greatly extends the length of a game because I have to pause after every turn to take pictures and notes. Since there was a very real end time and teams games have the potential take longer than one on one games, I decide to scrap the battle report plan. Here are some pictures I took of the game.
The US and Soviets forces each won one game. The US won the game I was apart of. The game was played along the length of the table and a river bisected the battlefield. It was ruled that the T-72s could cross the river with a bogging check but couldn't end their turn on it. We as the US players line the river with minefields. This made the river effectively a barrier that the Soviet didn't want to cross. Since they couldn't proceed with their swarm of T-72s and BMPs, the Soviets gamble by advancing their air support and had hopes of taking out high priority targets. Unfortunately for the Soviets, the US brought plenty of anti-aircraft fire to deal with the Soviet's air. Without ground support, the Hinds and Frogfoots vanish into balls of smoke and fire. With the rest of the Soviet's force stalled, it gave the US time to get reserves in. The US off-board artillery drop a minefield into the middle of a swarm of Soviet infantry and vehicles which locked them down and served as the final nail in the coffin. I brought six M109s and I could drop bombardments that could easily hit 10 or more infantry and vehicles (their first shot was to drop 2 more minefields). With so much concentrated firepower the Soviets were just shredded. By turn 3 one of the Soviet players were completely eliminated. The other Soviet player wanted to continue a little longer but after one more turn realize there was nothing he could do.
The results on the other table were vastly different. I wasn't able to follow what was going on but I did get a few highlights. Like our table, the US over there had plenty of anti-aircraft fire power. Realizing this Tracy loitered his Hinds off the board until the Soviet ground forces were able to deal with some of that AA. Once it was safe Tracy brought the Hinds back on the board, which took the US players by surprise. I think they completely forgot about the Hinds. The game was decided when Tracy's partner dash an unit on to the objective without the US players realizing it. The Soviet player didn't know dashing units cannot take objective but the US player now alerted to the danger was unable to contest or remove the unit so the Soviets won anyway.
During the game I had over heard US won air superiority. I still don't fully understand how the extra air assets is determine but apparently air superiority for one side is a possibility. What this means is that one side gets the maximum air assets available while the other gets very little. Now knowing this, there was a past campaign turn where I am pretty sure Soviets won air superiority. For the final games, this was another factor for the US on my table winning so big. Not sure how Tracy was able to manage on the other table but it seems the Soviets over there were in full control of that game.
The final campaign score was 70 to 54 (or something like that) for a Soviet victory. I didn't write down the final score but it was in that range. Overall the campaign was very fun to be apart of. The Campaign Manager came up with many interesting and unique mechanics for the campaign. Some I thought were great and added to the game, while others probably sounded better on paper than in practice. My personal favorite aspect of the campaign was that battles were based on real locations. Using google maps as a reference, I got to play on uniquely design game boards that players probably would never that thought to setup. Playing on these types of boards change how I see Team Yankee for the better. Now that the campaign is over, discussion can be done to improve the ideas used in this campaign so that the next one will be even better. At this point I am unsure if I will be able to participate in the next campaign though I will love to follow what's going on with it. In the meantime I will continue be working on Team Yankee models. Until next time!
Tuesday, July 19, 2016
Breakthrough at Mackenzell
Here is the third Fulda Gap Campaign battle report. This battle uses several special rules and those rules are detailed on the Fulda Gap Campaign page. Also this game uses a lot of proxies and partial assembled/painted models.
As usually, we are given pictures to model the battlefield after. This is a field neither of us would have put together on our own. The yellow and green bushes we normally use count as full woods in this game. That meant line of sight is incredibly hard to come by on the western side of the board. Units had to be almost right next each other to see, and sometime not even then. The white rocks counted as crates which we both avoid as much as possible. All in all a very strange board to play on.
Here is the very crowded Soviet force. Soviets did receive an additional 25 bonus points. The Soviet list includes the following:
Main Force
HQ T-72 x1
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
BMP-2 motor rifle company (AK-74 x4, RPG-7 x3, BMP-2 x4)
2S1 Carnation x3
2S1 Carnation x3
BMP-1 OP x1
ZSU-23-4 Shilka x4
SA-13 Gopher x4
MI-24 Hind x6
Frogfoot x4
25 Extra Points
T-72 x3 (added one to each of the three T-72 units above. Therefore, each unit of T-72s above had four tanks in them, not three)
Shilka x4
Shilka x2 (this unit was place into Flanking Delayed Reserves)
Gopher x4
In addition to this the Soviets Campaign assets are a BMP-1, Hinds x3 on Turn 1 and Frogfoot x2 on Turns 2 & 3, and the Off-Board Artillery is 2S1 Carnation x6.
Here is the US force pictured. The picture includes the following:
Main Force
HQ M1 Abram
M1 Abrams x3
M1 Abrams x3
M113 FIST
A-10 Warthog x2
AH-1 Cobra x2
M163 VADS x4
M109 w/Copperheads x6
In addition to this the US Campaign assets are a FIST x1, AH-1 Cobra x2 on Turn 3, A-10 Warthog x2 on Turn 2 and the Off-Board Artillery is M109 x3 w/ Copperheads and Bomblets.
The US has Immediate Reserves which meant half my units had to be place in reserves. The gap in the picture above shows which units start on the table (front half) and which units were in reserves (aircraft and second Abrams). The first unit of Abrams are sideways to show they are also in Ambush.
This time we got the Breakthrough mission which divides the field into quarters. The Soviets have the Northeast table quarter. The US can deploy in either the Northwest and/or Southeast quarters. Given that the Southeast has almost no terrain in it, I deploy most my force in the Northwest. The Southwest quarter is were the attacker places the objectives and his reserves come in. The defender (US) has to place half their force in Immediate Reserves and may place an addition unit into Ambush, which I already describe above who went where. No one can win the game until turn 6. The attackers are trying to control at least one of the objectives while the defender is trying to push the attackers away from the objectives.
Since the Southeast had almost no terrain I deploy a single FIST in very small patch of woods so I could have some vision on the Soviets. Everything else US deployed in the Northwest. I quickly learn the M109s could not see anything without a spotter unless the target is within 6 inches. The VADS and HQ wasn't much better. The Soviets had trouble trying to fit its large force into its deployment zone. Soviets got first turn.
Soviets failed to get in the Off-Board artillery and strike aircraft this turn. Several unit chase after the lone FIST but it was the machine guns of the Hinds that had first crack at it. The volume of bullets hit the FIST multiple times causing it to bailed out multiple times. This force remount checks which failed and cause the FIST to run off. All of the T-72s moved towards the main body of the US. One unit could fire on a single M109 and destroyed it. Two units fire on the other FIST and a lucky shot destroyed it. The last unit fired at the HQ and penetrated the armor. However he failed the firepower check so he only bailed the HQ Abram out.
US failed to get Strike Aircraft but did manage to get reserves and Off-Board Artillery. The artillery ended up being a hollowed victory since no one had vision to spot for it. I brought the Abrams in from reserves though I kept the the ambushing unit hidden. The Abrams moved up along the northern board edge and fired on an unit of T-72s. 4 shots landed but did no damage because 3 made their armor saves and I failed firepower on the glancing hit. My HQ blew up a nearby T-72. No one else could see anything so that was it for my turn.
For Turn 2 Soviets did not get their own strike aircraft but the campaign gave them 2 Frogfoots and they receive Off-Board Artillery. The leaders of the Hinds and Frogfoots spotted for artillery, Hind for Off-Board and Frogfoot for on board. The Hind was able to range in to hit 6 vehicles, resulting in the destruction of one VADS and one M109. The Frogfoot spotter failed to range in. Many T-72s shot at the HQ and doing nothing. This included two T-72 rolling 6 and 5 to hit, which I followed it up with 5 and 6 for my armor save. Another unit of T-72s return fire on the newly arrive unit of Abrams and bailed out 1 tank. Two groups of Shikas shot at the VADS and only bailed out one vehicle. The unit of 3 Hinds launch Spiral missiles at the Abram unit. This destroyed 2 Abrams and bailed out the third (the Abram bailed out earlier was destroyed). The other Frogfoot fire a missile that went wide. The remaining members of the six Hinds fired on the VADS. The anti-aircraft fire of everything I had left downed 3 of the 5 firing Hinds. The two left over Hinds destroyed another VADS. Because all the destroyed Hinds were around the leader leaving no else near him, this force a morale check which the Hinds failed and flew off. The VADS and Abrams also had to do morale checks but they both passed. It is at this point we both realize we could have used the mistaken targets rule to lessen our damage. Live and learn.
US did not get their strike aircraft but did get nearly everything else. I got Off-Board Artillery, reserves which I pick the Cobras to come in and the campaign assets gave me 2 A-10s this turn. A single M109 could see a Shilka and then blew it up with a straight shot. The single Abram remounted and returned fire on the T-72s. One T-72 was bailed out while a second was destroyed. My HQ fired at a different unit of T-72s and destroyed 1. The bailed out VADS remounted so he was able to shot. He returned fire on the Shilkas and destroyed one. The Cobras came in and spotted for the Off-Board Artillery and ranged in on the perfect spot, getting 5 vehicles under the template. Was only able to destroy a single Shilka though. The A-10s endured a lot of AA fire which eventually brought down a plane. The other plane Maverick missile a T-72, destroying it. Despite all the destruction, not enough concentrated fire happen to force a check on the Soviets. Rules wise we learn the aircraft are subject to the no movement requirement of being a spotter (at least when spotting for someone else). We allowed the Cobras to spot because the Soviets did the same on his turn.
Soviets this time gain both their own strike aircraft and the campaign gave them 2 Frogfoots. However the Soviets did not get in their Off-Board Artillery. Gophers tried to take down the Cobras but couldn't land anything. An unit of BMP tried to dash towards the objective but most of them bogged down instead. Shilkas took out their arch-rivals by bailing out the remaining VADS and the VADS failing the morale check to stay in the game. The HQ/T-72s knife fighting ended with the destruction of my HQ tank, but the character survive to jump into a M109. A different unit of T-72s move up to deliver side shots into the lone visible Abram, killing him. A lot of firepower went into the M109s but the only result was a single bailed out vehicle. That vehicle was bailed out twice with the help of the mistaken target rule and made the follow up remount check.
The US failed to get in strike aircraft. Their last reserved automatically came in but it was the A-10s so it didn't help. Off-Board Artillery was available and the campaign gave the US 2 Cobras. However due to the sheer amount of AA fire I felt it wasn't worth the risk to fire. The other Cobra unit tried and failed to range in for the perfect Off-Board Artillery template. The bailed out M109 failed to remount. Two other M109 had targets but roll a combine of 3.
No strike aircraft or reserves for the Soviets. They did get their Off-Board Artillery but had no option to actually use it. An unit of T-72s roll into the forest to wipe out the M109s but manage to only destroy one vehicle. It did force a moral check which the M109s passed. The Shilkas and Gophers combine fire over 30 shots at two Cobras and manage to only bring down one. No one else could see or was in range to fire.
US strike aircraft finally came in ... and were shot down. Off-Board Artillery did become available. A M109 remounted. All remaining M109s, including the now HQ fired straight shots into an unit of Shilkas. Only one hit but each hit is a death sentence. The campaign asset Cobras spotted for the Off-Board Artillery and ranged in on Gophers behind a hill. One Gopher was destroyed and a second was bailed out. The lone Cobra from the main list loitered off the board.
Soviets got both strike aircraft and Off-Board Artillery though the latter wasn't able to be used. Shilkas came in from reserves and took out the Cobras. A lot of firepower went into finishing off the M109s but could only bail them all out. Infantry was able to move onto the objective while the rest of the force spread out to prevent the US ambushing unit from entering. The M109s failed the morale check and were destroyed. However the M109 turned HQ was still around.
I was unable to reveal the ambush which meant there was nothing the US could do to stop the Soviets from winning next turn. The HQ did manage to remount and as a final middle finger to the Soviets destroyed a Shilka which force a morale check. The check failed, forcing the Shilkas to run off and giving US its second unit kill. That meant on top of Turn 6 Soviets win 5 to 2 instead of 6 to 1!
As usually, we are given pictures to model the battlefield after. This is a field neither of us would have put together on our own. The yellow and green bushes we normally use count as full woods in this game. That meant line of sight is incredibly hard to come by on the western side of the board. Units had to be almost right next each other to see, and sometime not even then. The white rocks counted as crates which we both avoid as much as possible. All in all a very strange board to play on.
Here is the very crowded Soviet force. Soviets did receive an additional 25 bonus points. The Soviet list includes the following:
Main Force
HQ T-72 x1
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
BMP-2 motor rifle company (AK-74 x4, RPG-7 x3, BMP-2 x4)
2S1 Carnation x3
2S1 Carnation x3
BMP-1 OP x1
ZSU-23-4 Shilka x4
SA-13 Gopher x4
MI-24 Hind x6
Frogfoot x4
25 Extra Points
T-72 x3 (added one to each of the three T-72 units above. Therefore, each unit of T-72s above had four tanks in them, not three)
Shilka x4
Shilka x2 (this unit was place into Flanking Delayed Reserves)
Gopher x4
In addition to this the Soviets Campaign assets are a BMP-1, Hinds x3 on Turn 1 and Frogfoot x2 on Turns 2 & 3, and the Off-Board Artillery is 2S1 Carnation x6.
Here is the US force pictured. The picture includes the following:
Main Force
HQ M1 Abram
M1 Abrams x3
M1 Abrams x3
M113 FIST
A-10 Warthog x2
AH-1 Cobra x2
M163 VADS x4
M109 w/Copperheads x6
In addition to this the US Campaign assets are a FIST x1, AH-1 Cobra x2 on Turn 3, A-10 Warthog x2 on Turn 2 and the Off-Board Artillery is M109 x3 w/ Copperheads and Bomblets.
The US has Immediate Reserves which meant half my units had to be place in reserves. The gap in the picture above shows which units start on the table (front half) and which units were in reserves (aircraft and second Abrams). The first unit of Abrams are sideways to show they are also in Ambush.
Mission
This time we got the Breakthrough mission which divides the field into quarters. The Soviets have the Northeast table quarter. The US can deploy in either the Northwest and/or Southeast quarters. Given that the Southeast has almost no terrain in it, I deploy most my force in the Northwest. The Southwest quarter is were the attacker places the objectives and his reserves come in. The defender (US) has to place half their force in Immediate Reserves and may place an addition unit into Ambush, which I already describe above who went where. No one can win the game until turn 6. The attackers are trying to control at least one of the objectives while the defender is trying to push the attackers away from the objectives.
Since the Southeast had almost no terrain I deploy a single FIST in very small patch of woods so I could have some vision on the Soviets. Everything else US deployed in the Northwest. I quickly learn the M109s could not see anything without a spotter unless the target is within 6 inches. The VADS and HQ wasn't much better. The Soviets had trouble trying to fit its large force into its deployment zone. Soviets got first turn.
Turn 1
Soviets failed to get in the Off-Board artillery and strike aircraft this turn. Several unit chase after the lone FIST but it was the machine guns of the Hinds that had first crack at it. The volume of bullets hit the FIST multiple times causing it to bailed out multiple times. This force remount checks which failed and cause the FIST to run off. All of the T-72s moved towards the main body of the US. One unit could fire on a single M109 and destroyed it. Two units fire on the other FIST and a lucky shot destroyed it. The last unit fired at the HQ and penetrated the armor. However he failed the firepower check so he only bailed the HQ Abram out.
US failed to get Strike Aircraft but did manage to get reserves and Off-Board Artillery. The artillery ended up being a hollowed victory since no one had vision to spot for it. I brought the Abrams in from reserves though I kept the the ambushing unit hidden. The Abrams moved up along the northern board edge and fired on an unit of T-72s. 4 shots landed but did no damage because 3 made their armor saves and I failed firepower on the glancing hit. My HQ blew up a nearby T-72. No one else could see anything so that was it for my turn.
Turn 2
For Turn 2 Soviets did not get their own strike aircraft but the campaign gave them 2 Frogfoots and they receive Off-Board Artillery. The leaders of the Hinds and Frogfoots spotted for artillery, Hind for Off-Board and Frogfoot for on board. The Hind was able to range in to hit 6 vehicles, resulting in the destruction of one VADS and one M109. The Frogfoot spotter failed to range in. Many T-72s shot at the HQ and doing nothing. This included two T-72 rolling 6 and 5 to hit, which I followed it up with 5 and 6 for my armor save. Another unit of T-72s return fire on the newly arrive unit of Abrams and bailed out 1 tank. Two groups of Shikas shot at the VADS and only bailed out one vehicle. The unit of 3 Hinds launch Spiral missiles at the Abram unit. This destroyed 2 Abrams and bailed out the third (the Abram bailed out earlier was destroyed). The other Frogfoot fire a missile that went wide. The remaining members of the six Hinds fired on the VADS. The anti-aircraft fire of everything I had left downed 3 of the 5 firing Hinds. The two left over Hinds destroyed another VADS. Because all the destroyed Hinds were around the leader leaving no else near him, this force a morale check which the Hinds failed and flew off. The VADS and Abrams also had to do morale checks but they both passed. It is at this point we both realize we could have used the mistaken targets rule to lessen our damage. Live and learn.
US did not get their strike aircraft but did get nearly everything else. I got Off-Board Artillery, reserves which I pick the Cobras to come in and the campaign assets gave me 2 A-10s this turn. A single M109 could see a Shilka and then blew it up with a straight shot. The single Abram remounted and returned fire on the T-72s. One T-72 was bailed out while a second was destroyed. My HQ fired at a different unit of T-72s and destroyed 1. The bailed out VADS remounted so he was able to shot. He returned fire on the Shilkas and destroyed one. The Cobras came in and spotted for the Off-Board Artillery and ranged in on the perfect spot, getting 5 vehicles under the template. Was only able to destroy a single Shilka though. The A-10s endured a lot of AA fire which eventually brought down a plane. The other plane Maverick missile a T-72, destroying it. Despite all the destruction, not enough concentrated fire happen to force a check on the Soviets. Rules wise we learn the aircraft are subject to the no movement requirement of being a spotter (at least when spotting for someone else). We allowed the Cobras to spot because the Soviets did the same on his turn.
Turn 3
Soviets this time gain both their own strike aircraft and the campaign gave them 2 Frogfoots. However the Soviets did not get in their Off-Board Artillery. Gophers tried to take down the Cobras but couldn't land anything. An unit of BMP tried to dash towards the objective but most of them bogged down instead. Shilkas took out their arch-rivals by bailing out the remaining VADS and the VADS failing the morale check to stay in the game. The HQ/T-72s knife fighting ended with the destruction of my HQ tank, but the character survive to jump into a M109. A different unit of T-72s move up to deliver side shots into the lone visible Abram, killing him. A lot of firepower went into the M109s but the only result was a single bailed out vehicle. That vehicle was bailed out twice with the help of the mistaken target rule and made the follow up remount check.
The US failed to get in strike aircraft. Their last reserved automatically came in but it was the A-10s so it didn't help. Off-Board Artillery was available and the campaign gave the US 2 Cobras. However due to the sheer amount of AA fire I felt it wasn't worth the risk to fire. The other Cobra unit tried and failed to range in for the perfect Off-Board Artillery template. The bailed out M109 failed to remount. Two other M109 had targets but roll a combine of 3.
Turn 4
No strike aircraft or reserves for the Soviets. They did get their Off-Board Artillery but had no option to actually use it. An unit of T-72s roll into the forest to wipe out the M109s but manage to only destroy one vehicle. It did force a moral check which the M109s passed. The Shilkas and Gophers combine fire over 30 shots at two Cobras and manage to only bring down one. No one else could see or was in range to fire.
US strike aircraft finally came in ... and were shot down. Off-Board Artillery did become available. A M109 remounted. All remaining M109s, including the now HQ fired straight shots into an unit of Shilkas. Only one hit but each hit is a death sentence. The campaign asset Cobras spotted for the Off-Board Artillery and ranged in on Gophers behind a hill. One Gopher was destroyed and a second was bailed out. The lone Cobra from the main list loitered off the board.
Turn 5
Soviets got both strike aircraft and Off-Board Artillery though the latter wasn't able to be used. Shilkas came in from reserves and took out the Cobras. A lot of firepower went into finishing off the M109s but could only bail them all out. Infantry was able to move onto the objective while the rest of the force spread out to prevent the US ambushing unit from entering. The M109s failed the morale check and were destroyed. However the M109 turned HQ was still around.
I was unable to reveal the ambush which meant there was nothing the US could do to stop the Soviets from winning next turn. The HQ did manage to remount and as a final middle finger to the Soviets destroyed a Shilka which force a morale check. The check failed, forcing the Shilkas to run off and giving US its second unit kill. That meant on top of Turn 6 Soviets win 5 to 2 instead of 6 to 1!
Friday, July 8, 2016
The Boardgame Power Grid
Last Friday I had played the board game Power Grid for the first time. It was also the first time I even heard of it. I quickly took a liking to it for two different reasons. Now I just need to find a way to fit it and its many expansion into my budget.
Power Grid is a family resource management game. The end goal is to power the most cities by the time the game is over. You generate power by buying power plants which are sold in an auction. Every power plant is different and as the game goes on more efficient and powerful plants become available to purchase. The trick is to know when to spend money on upgrading your power plant while making sure you keep enough cash to buy "houses" and fuel for those power plants. "Houses" represent what cities you are supplying power to and they are a big drain on your funds late game. For my first game I had little idea what was going on for the first third of the game before things "click" for me. From that point on I truly enjoyed playing even though I had to play catch up. I ended the game in 4th place out of 6 players. Not bad for my first try considering 2nd, 3rd and 4th place were really close to each other. In fact if the order the players for the last turn was different, I could easily had been in 3rd or even 2nd.
I'm not sure what is in the default game box. The owner of the game I played with had every expansion. I believe the default has 2 maps in it with many many more available in the expansions. I was told each map greatly changes the gameplay of the game. That along with one randomly chosen section of a map is not used makes the replay value limitless. I've only played it once but I have an overwhelming desire to play many more times. I've had this feeling on very few board games I've just played. And while this strong desire mostly comes from the fact that I think Power Grid is an well design enjoyable resource game, there is another reason it appeals to me.
For a while now I have been wanting to put together a "Frankensteinish" grand campaign out of using 3 to 5 board/war games. Games that on their own have nothing to do with each other normally but with some home brew adjustments now have some connection. A rough example with only 2 games would be like playing the RISK board game and replace its combat resolve system with playing a battle of Warhammer Fantasy. Now I really don't like RISK or at least default RISK but the example is in theory what I would love to play with 4 or 5 games. I got the idea for this from my experience playing classic Star Craft and wanting to port some elements of real-time strategy to tabletop war games. To my knowledge a game like this doesn't exist which means I need to cobble together a system from other great games. Power Grid is the first game I found that would work perfectly in this vain, assuming the war game is either Team Yankee or possible Battletech. A Star Craft on the tabletop game to me would be a war game with elements of resource gathering/energy generation, researching tech trees and building construction. I've played in a few campaigns that tried to add some of these elements to the war game but the results were mediocre at best (to be fair these design concepts are not easy to fit into a war game). Power Grid is perfect to handle the resource gathering/energy generation aspect for a modern/sci-fi game. Of course I'm still short one or two board games to make it work but I'm happy to know I have a firm base with Team Yankee and Power Grid.
Rio Grande Games is the maker of Power Grid.
Power Grid is a family resource management game. The end goal is to power the most cities by the time the game is over. You generate power by buying power plants which are sold in an auction. Every power plant is different and as the game goes on more efficient and powerful plants become available to purchase. The trick is to know when to spend money on upgrading your power plant while making sure you keep enough cash to buy "houses" and fuel for those power plants. "Houses" represent what cities you are supplying power to and they are a big drain on your funds late game. For my first game I had little idea what was going on for the first third of the game before things "click" for me. From that point on I truly enjoyed playing even though I had to play catch up. I ended the game in 4th place out of 6 players. Not bad for my first try considering 2nd, 3rd and 4th place were really close to each other. In fact if the order the players for the last turn was different, I could easily had been in 3rd or even 2nd.
I'm not sure what is in the default game box. The owner of the game I played with had every expansion. I believe the default has 2 maps in it with many many more available in the expansions. I was told each map greatly changes the gameplay of the game. That along with one randomly chosen section of a map is not used makes the replay value limitless. I've only played it once but I have an overwhelming desire to play many more times. I've had this feeling on very few board games I've just played. And while this strong desire mostly comes from the fact that I think Power Grid is an well design enjoyable resource game, there is another reason it appeals to me.
For a while now I have been wanting to put together a "Frankensteinish" grand campaign out of using 3 to 5 board/war games. Games that on their own have nothing to do with each other normally but with some home brew adjustments now have some connection. A rough example with only 2 games would be like playing the RISK board game and replace its combat resolve system with playing a battle of Warhammer Fantasy. Now I really don't like RISK or at least default RISK but the example is in theory what I would love to play with 4 or 5 games. I got the idea for this from my experience playing classic Star Craft and wanting to port some elements of real-time strategy to tabletop war games. To my knowledge a game like this doesn't exist which means I need to cobble together a system from other great games. Power Grid is the first game I found that would work perfectly in this vain, assuming the war game is either Team Yankee or possible Battletech. A Star Craft on the tabletop game to me would be a war game with elements of resource gathering/energy generation, researching tech trees and building construction. I've played in a few campaigns that tried to add some of these elements to the war game but the results were mediocre at best (to be fair these design concepts are not easy to fit into a war game). Power Grid is perfect to handle the resource gathering/energy generation aspect for a modern/sci-fi game. Of course I'm still short one or two board games to make it work but I'm happy to know I have a firm base with Team Yankee and Power Grid.
Rio Grande Games is the maker of Power Grid.
Wednesday, June 29, 2016
Tanks Surprise!
I did mention in my Summer Update that it was possible that a new game can suddenly catch fire and gain my attention. And that is exactly what happen with Tanks. Tanks is a World War 2 tank skirmish game by Gale Fore Nine which is the same/sister/parent company to Battlefront whom makes Flames of War and Team Yankee.
I first notice Tanks early in the year when on the podcast we discuss BattleFront's plans for this year. Tanks was on the list but it wasn't a big deal for me. I thought it was going to similar to Tank Ace which wasn't a great game in my opinion. I was also transiting from Flames of War to Team Yankee and it didn't make sense for me to go backwards. I next hear about Tanks in May after Tracy seen reviews of it and was now excited by it. Personally I was still not that interested but I was willing to give it a shot now. Plus the price point of the basic game is a really good deal. When you factor in a Battlefront tank usually cost between $8 to $12 for one, the basic game gives you a rule book, all the components to play the game, stat cards for all the tanks (or at least all the tanks in the first wave) and 3 tanks for $25! I had mix feeling on it after my first game. I found the rules simple and easy to understand but I was worried that they might be too simple. Also losing a game I was up 2 tanks to 1 simply because my tanks had lower initial so I got out maneuvered without there being anything I could do about it almost ruined the game for me. The thought of using different tanks with different upgrades intrigue me enough to give the game another chance. That chance came the following Saturday and demo day for me. Tracy told me there was a lot of local interest in Tanks so he wanted to demo Tanks instead of Team Yankee that week. I wasn't crazy about this as I thought the only way to build up Team Yankee support was to be at the store every week demoing it. Plus I still didn't think the Tanks was going to popular for a logistics reason I will get into in a bit. That Saturday the store was packed and it was nearly an hour before we were able to get access to a table. While we were waiting Tracy was at the front picking up paints. Someone walked passed us and out of the corner of my eye I thought I saw the Tanks's box. I brought this up with Tracy and he mention he didn't think anyone else at the store would have the game. At this point the store clerk told us the HAD copies of Tanks but they were now all sold out.
To say we were shock doesn't give the event justice. Our LGS is notoriously bad at getting Battlefront products in. When I first got into Flames of War I ordered a single Panther pack from our store. To this day that order has NEVER came in. They got the Team Yankee box sets 2 months after they were release and beside the token set, our game store doesn't have anything else from Team Yankee on the shelf. So with how bad the store has historically been getting Battlefront stuff in we were really really surprise that they had Tanks on release. They didn't get much but what they did get sold out before we got there. By the time a table opened up we were having conversations with 3 - 5 people about Tanks. At that point it made complete sense to me to demo Tanks. There was a lot of enthusiasm for the game I didn't realize was there. By the time we left I had play another game with British (I didn't like the German national rule) and for the first time I was excited for Tanks. After talking about it all week, I expected to demo Tanks again the following Saturday. Nevertheless, when we got there we found the appetite for Tanks was greater than we could have imagine. The store has a table in front with new merchandise display on it. That week had a lot of Tanks stuff on it. 2 box sets of the base game, several expansion packs for the Panther, StuG G and Sherman. There was also a single expansion pack for the Pershing which Tracy immediately brought ... damn him. Apparently the store got 5 starters in and probably the same amount of expansions for everything available.
The fact that when we setup the demo table, we weren't the only table in the store playing Tanks is when it finally hit me that this game will be huge locally. There was at least 3 other people whom had already invested in the game and the expansion packs were disappearing fast. With so much interest my willpower to resist failed and I pick up the base game and the Panther and Sherman expansions. A slight issue with the game was that Tracy and myself keep wanting to take some of the same upgrade cards and one basic set didn't have enough for us both. Me having my own copy would mean this would no longer be an issue. In retrospect I wish I either got the Pershing pack instead of the Sherman or I just waited a week for it. With the Starter having 2 Sherman in it, I really didn't need a third at this time. Especially since the unique card that comes with the Sherman pack isn't very good. Oh well, at least I'm building up my collection. The base set does give me my first batch of terrain. It is only 2d cutouts but I now have the option to do my own battle reports.
The biggest thing I realize about getting into Tanks is that I miss Flames of War. I quit playing mainly because Tracy no longer had any interest in it. Also I own very little Flames of War stuff. Tracy had a lot of Germans but not really the stuff I wanted to play with. I picked up a few of my favorite German choices but FoW list are fairly large and I had a long way to go before I could get close to owning my own army. A big reason for this is that infantry is extremely important in Flames as well as more troublesome to put together model wise. It sadden me that I put a fair amount of work developing my fictional WW2 German army and then quit Flames of War before I finish a single model for it. The surge of Tanks is great for me in that I can bring back my Himmlisch Drachen Stamm as well as build up my World War 2 tank collection for when I decide to get back into Flames of War. I don't plan on this happening anytime soon but it will be nice when it does to have parts of my army already done. At least playing Flames of War proper. Adapting Team Yankee's rules to Flames of War is probably something I will get to sooner rather than later. And if I can get something done that is playable I could probably get Tracy to try it.
Lots of prospects for interesting projects. Even just sticking to Tanks the sky is the limit on what to do. Locally there will be enough players to do any tournament, league or campaign that is well put together. Just need to decide what I want to do. Before I choose, I will make an effort to put together and paint the 5 tanks I currently own (and find my unfinished box of FoW Panzer IV Hs). I got advice from Vince Venturella on my priming issues so that will no longer be a road block for me. I will need to get a new can of primer. Think I will go with a red primer to use on Germany and Britain. Grey should work well as a secondary color for my Germans. I have time to think of something different to do for Britain as they are not out yet. Tanks is pushing me to experiment with the hobby. Good times!
I first notice Tanks early in the year when on the podcast we discuss BattleFront's plans for this year. Tanks was on the list but it wasn't a big deal for me. I thought it was going to similar to Tank Ace which wasn't a great game in my opinion. I was also transiting from Flames of War to Team Yankee and it didn't make sense for me to go backwards. I next hear about Tanks in May after Tracy seen reviews of it and was now excited by it. Personally I was still not that interested but I was willing to give it a shot now. Plus the price point of the basic game is a really good deal. When you factor in a Battlefront tank usually cost between $8 to $12 for one, the basic game gives you a rule book, all the components to play the game, stat cards for all the tanks (or at least all the tanks in the first wave) and 3 tanks for $25! I had mix feeling on it after my first game. I found the rules simple and easy to understand but I was worried that they might be too simple. Also losing a game I was up 2 tanks to 1 simply because my tanks had lower initial so I got out maneuvered without there being anything I could do about it almost ruined the game for me. The thought of using different tanks with different upgrades intrigue me enough to give the game another chance. That chance came the following Saturday and demo day for me. Tracy told me there was a lot of local interest in Tanks so he wanted to demo Tanks instead of Team Yankee that week. I wasn't crazy about this as I thought the only way to build up Team Yankee support was to be at the store every week demoing it. Plus I still didn't think the Tanks was going to popular for a logistics reason I will get into in a bit. That Saturday the store was packed and it was nearly an hour before we were able to get access to a table. While we were waiting Tracy was at the front picking up paints. Someone walked passed us and out of the corner of my eye I thought I saw the Tanks's box. I brought this up with Tracy and he mention he didn't think anyone else at the store would have the game. At this point the store clerk told us the HAD copies of Tanks but they were now all sold out.
To say we were shock doesn't give the event justice. Our LGS is notoriously bad at getting Battlefront products in. When I first got into Flames of War I ordered a single Panther pack from our store. To this day that order has NEVER came in. They got the Team Yankee box sets 2 months after they were release and beside the token set, our game store doesn't have anything else from Team Yankee on the shelf. So with how bad the store has historically been getting Battlefront stuff in we were really really surprise that they had Tanks on release. They didn't get much but what they did get sold out before we got there. By the time a table opened up we were having conversations with 3 - 5 people about Tanks. At that point it made complete sense to me to demo Tanks. There was a lot of enthusiasm for the game I didn't realize was there. By the time we left I had play another game with British (I didn't like the German national rule) and for the first time I was excited for Tanks. After talking about it all week, I expected to demo Tanks again the following Saturday. Nevertheless, when we got there we found the appetite for Tanks was greater than we could have imagine. The store has a table in front with new merchandise display on it. That week had a lot of Tanks stuff on it. 2 box sets of the base game, several expansion packs for the Panther, StuG G and Sherman. There was also a single expansion pack for the Pershing which Tracy immediately brought ... damn him. Apparently the store got 5 starters in and probably the same amount of expansions for everything available.
The fact that when we setup the demo table, we weren't the only table in the store playing Tanks is when it finally hit me that this game will be huge locally. There was at least 3 other people whom had already invested in the game and the expansion packs were disappearing fast. With so much interest my willpower to resist failed and I pick up the base game and the Panther and Sherman expansions. A slight issue with the game was that Tracy and myself keep wanting to take some of the same upgrade cards and one basic set didn't have enough for us both. Me having my own copy would mean this would no longer be an issue. In retrospect I wish I either got the Pershing pack instead of the Sherman or I just waited a week for it. With the Starter having 2 Sherman in it, I really didn't need a third at this time. Especially since the unique card that comes with the Sherman pack isn't very good. Oh well, at least I'm building up my collection. The base set does give me my first batch of terrain. It is only 2d cutouts but I now have the option to do my own battle reports.
The biggest thing I realize about getting into Tanks is that I miss Flames of War. I quit playing mainly because Tracy no longer had any interest in it. Also I own very little Flames of War stuff. Tracy had a lot of Germans but not really the stuff I wanted to play with. I picked up a few of my favorite German choices but FoW list are fairly large and I had a long way to go before I could get close to owning my own army. A big reason for this is that infantry is extremely important in Flames as well as more troublesome to put together model wise. It sadden me that I put a fair amount of work developing my fictional WW2 German army and then quit Flames of War before I finish a single model for it. The surge of Tanks is great for me in that I can bring back my Himmlisch Drachen Stamm as well as build up my World War 2 tank collection for when I decide to get back into Flames of War. I don't plan on this happening anytime soon but it will be nice when it does to have parts of my army already done. At least playing Flames of War proper. Adapting Team Yankee's rules to Flames of War is probably something I will get to sooner rather than later. And if I can get something done that is playable I could probably get Tracy to try it.
Lots of prospects for interesting projects. Even just sticking to Tanks the sky is the limit on what to do. Locally there will be enough players to do any tournament, league or campaign that is well put together. Just need to decide what I want to do. Before I choose, I will make an effort to put together and paint the 5 tanks I currently own (and find my unfinished box of FoW Panzer IV Hs). I got advice from Vince Venturella on my priming issues so that will no longer be a road block for me. I will need to get a new can of primer. Think I will go with a red primer to use on Germany and Britain. Grey should work well as a secondary color for my Germans. I have time to think of something different to do for Britain as they are not out yet. Tanks is pushing me to experiment with the hobby. Good times!
Monday, June 27, 2016
Defense of Mittelaschenbach
This is a battle report of my second game of the Fulda Gap Campaign. As before this game has several special rules unique to the campaign. These rules are detailed on Fulda Gap Campaign page. Warning, this game does use a lot of proxies. Between me still working on my models and the campaign giving out additional units we weren't planning on getting, proxies are unavoidable.
This was the battlefield and it was quite interesting. The western part of the map is completely opening making it really dangerous. There is a small patch of trees in the south just left in the picture. In the middle of the map moving towards the east is a giant hill. The hill has an east-west road that is flank rows of trees on both sides, which really made line of sight a headache. On the far east there is a larger patch of trees with a small clearing inside the forest.
Here is a picture of the entire Soviet force. The Soviet did receive an additional 25 points which was used to purchase new units. The following has the components of the main list as well as what the extra points were spent on:
Main Force
HQ T-72 x1
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
BMP-2 motor rifle company (AK-74 x4, RPG-7 x3, BMP-2 x4)
2S1 Carnation x3
2S1 Carnation x3
BMP-1 OP x1
ZSU-23-4 Shilka x4
SA-13 Gopher x4
MI-24 Hind x6
Frogfoot x4
25 extra points
Hind x6
Shilka x4
Shilka x2
Gopher x4
In addition to this the Soviets Campaign assets are a BMP-1 OP x1, MI-24 Hind x3 on Turn 1, Frogfoot x3 on Turns 2, 4, 5, 6, and the Off-Board Artillery is 2S1 Carnation x6.
Here is a picture of the US force. The US also receive an additional 25 which was used to boost the HQ and purchase new units. The following has the components of the main list as well as what the extra points were spent on:
Main Force
HQ M1 Abram
M1 Abrams x3
M1 Abrams x3
M113 Mech Platoon x3
M901 ITV x2
M163 VADS x4
M113 FIST
M109 x6 w/ Copperheads
A-10 Warthog x2
25 extra points
HQ M1 Abram (essentially the second in command)
VADS x4
ITV x2
ITV x2
Mech Platoon x3 w/ extra dragon missile team
In addition to this the US Campaign assets are a FIST x1, AH-1 Cobra x3 on Turn 1, A-10 x 2 on Turn 1, A-10 x 1 on Turn 2 and the Off-Board Artillery is M109 x3 w/Copperheads and Bomblets.
The campaign pick our mission for us: Free-For-All. The Soviets is attacking from the north while the US is defending from the south. The key elements of this battle is that everything starts on the board and the person with first turn is decided by a die off after deployment. The person with first turn can not use artillery or aircraft. If that person has campaign assets that come in on Turn 1, all their campaign assets get pushed back a turn. Both players place two objectives in their opponent's deployment zone (within 8 inches of the long edge).
Most of the US lightly armored unit deployed on the eastern objective, surrounded by trees. That made the objective easily defended and dangerous to take. As such, the Soviet practically didn't try. Instead all the action centered on western objective which was out in the open. The hill protected the Soviets very long line of Anti-Air and artillery. The Abrams were out in the open to face enemies coming around the hill. I was hoping the hill along with the double forest on top would help protect the Abrams flank but there is no spot safe from Soviet Aircraft!
The US won first turn which is a mix blessing as now most their units can not shoot, campaign assets are now pushed back, unable to use aircraft and the lost of the Off-Board artillery. Trying to make the most of it, the Abrams moved forward and the VADS that were behind them moved north to shoot at Hinds. A Mech platoon and ITV unit dash towards the clearing on the western side. Almost half of those vehicle got bogged down in the woods. The VADS were only in range of 2 Hinds and took one out. One unit of Abrams fired and wiped out the visible Carnations. The remaining Abrams combine their fire at the T-72s but only manage to bail out 2 tanks. This did force a morale check which the T-72s failed and ran off.
Soviets did manage to get in their Strike Aircraft on their turn as well as the Off-Board artillery. Two rounds of artillery fail to achieve anything as one failed to range in while the other range in on the ITV and Mech Platoons. Hits were made but the vehicles made their armor save. A unit of T-72s moved up the hill and shot at the VADS, destroying one. On western side, BMPs shoot at the HQ which destroyed the second in command. Frogfoot unit fired on some Abrams destroying one. That shot cost the Frogfoot half their numbers as 2 were shot down by 2 VADS. Of the 3 units of Hinds, one loiter off by mistake, the campaign hinds fired and missed while 5 copter fire on Abrams. The AA fire cost the Hinds another member and in turn got 2 hits, which the Abrams made their saves so no damage got through.
US failed to get Off-Board Artillery but got both campaign and normal strike aircraft in. I put the campaign A-10s in the northeast of the map to thin out the AA there but instead the A-10s got shot down. My M109s fire Copperheads at 4 Hinds but one hit land and the Hind made it save. The unit of 3 Abrams move under the Hinds so they could fire on shilkas hiding behind the hill. The volley destroyed 3 Shilkas, but the remaining one made the morale check to stay. The unit of 2 Abrams move on top of the hill and fired on AA vehicles, wiping out the unit of 2 Shilkas and destroying a single Gopher. My HQ moved into the woods to get cover but got bogged down, leaving its rear to the enemy. The ITVs in those woods shot at the BMPs, destroying 1. On the east side the men dismounted and moved forward. Their transports move up and fire machine guns at the Shikas in the woods but did no damage. The Cobras flew in and drop the salvo on Soviet soldiers, killing 2 and pinning the unit. My own A-10s fired on the T-72s on the hill but rolled snake eyes.
Soviets failed to get their strike aircraft and Off-Board Artillery in but the campaign gave him 3 Frogfoots. The BMPs shot at Abram HQ stuck in the woods. HQ failed two saves and got destroyed. I also failed my commander save to jump into another vehicle. The commander and an unit of T-72s shot at the Abrams on the hill, destroying one of them. The remaining Abram failed its morale check and fled the battlefield. The Hinds shot at the full strength Abrams and destroyed 2. The campaign Frogfoots destroyed the FIST that was out in the open. The T-72s that were parked on top of the hill continue shooting at the VADS and destroyed 2 more. The remaining VADS and Abram passed their morale check. Artillery rain down on eastern side, covering an ITV and most of the Mech platoon. It bailed out a transport and pinned the men.
The US got no aircraft and no artillery this turn. The campaign assets gave me one lone A-10 which got shot down. The last Abram move up to shoot at Gophers but completely missed. The ITVs in the woods kill all but one BMP. The Cobras tried to take out some T-72s but AA fire shoot them all down. It is at this point I soon realize I had a problem with my camera during this and last turn. I lost my audio notes for this phase and I don't remember what else happen on my turn. I do know either on this turn or on Soviets Turn 2, one Hind in each unit were destroyed bring their totals to 3 and 2. I have no idea what brought them down. I do believe the Mech Platoon on eastern side failed to rally.
As it is becoming quite common for both players, the Soviets got no artillery and no strike aircraft this turn. It is at this point Tracy remembered he had another unit of 6 Hinds that he had remove from the table turn 1 and completely forgot about them. He brought them in on the east side and they along with the Shilkas destroyed the 3 M113 transports. On the west side the Hinds fired at the lone Abram and destroyed him. The unit of two Hinds used it Gatling gun on the ITVs in the woods, but ITVs are very hard to hit. I had a lot of AA fire and it all missed. The Soviet troops finally rallied and moved up towards the objective.
US Off-Board artillery finally comes in but their A-10s refuse to return to the field. The VADS on the east side move up and shoot at the new 6 Hinds and did nothing. The 2 ITVs over there fire 2 deadly shots taking out a Carnation and a Hind. The M109s fired at the remaining 5 Hinds with Copperheads and destroyed 3 copters. ITV leader in the woods called in the Off-Board artillery on the motor rifle company, killing another soldier and pinning the rest. There was more firing but nothing else landed.
The Soviets normal strike aircraft is still on vocation like my own A-10s. But Tracy did roll to get his artillery in and his campaign assets gave him another 3 Frogfoots. The motor rifle company did rally and move onto the objective. The Off-Board artillery drop a smoke bombardment to screen the motor rifle company. All three units of Hinds move next to the ITVs trying to, but failing to do any damage to them. The T-72s on the hill finished off the last VADS on the western side. The range in artillery on the eastern side fired another bombardment, killing a single soldier. All 3 campaign Frogfoots were shot down by the eastern VADS.
Luck is running out for the US. I got no strike aircraft and no Off-Board artillery. The Mech platoon refuse to rally. The ITVs in the wood attempt to move so they could contest the objective. One bogged down while the other pass and could contest. That ITV machine the motor rifle company and manage to kill a man. All other ITVs fired at targets but nothing landed. Copperheads were fired at the unit of 3 Hinds, 2 were downed. The remaining Hind passed it morale.
The Soviets manage to get everything this turn. Artillery, normal strike aircraft and campaign aircraft! The 2 Carnations that was ranged in on the east side redirect it fire to place a smoke bombardment to screen the motor rifle company again. Said motor company tried to dig in but failed. Shilkas fired 18 shots into the Mech Platoon and miss every one. A second unit of T-72s moved on top of the hill. Lots of fire was pour into the ITVs on the eastern objective, eventually destroying them because I thought they loss their gone-to-ground when they hadn't. The new unit of T-72s shot at the 2 M109s that were in the woods, destroying them both. All the remaining Hinds fired at the bogged down ITV, eventually destroying it. The Frogfoots destroy the active ITV, nearly securing absolute victory for the Soviets.
Because of the smoke screen the only hope US has to prevent the Soviets from winning next turn is to get strike aircraft and take out the last 4 motor rifle company. I got nothing! No artillery, no strike aircraft and now no way to target the Soviet infantry. Given that I had lost my only purpose this turn was to do as much damage as possible. The Mech platoon finally rallied. They moved up because the Shilkas were just slight out of range of their weapons. Pouring their LAWs into the Shilkas, two were turned into burning husk. The remaining Shilka passed its morale to avoid the unit being lost. The VADS moved towards the Hinds, crossing the woods. One VADS bogged down and only one other was in range. Its fire did nothing. The remaining M109s return fire by copperheads into the T-72s and destroyed 2. Again the Soviets passed it morale. My turn ends and the Soviets starts their turn 6 by winning 4-3!
This was the battlefield and it was quite interesting. The western part of the map is completely opening making it really dangerous. There is a small patch of trees in the south just left in the picture. In the middle of the map moving towards the east is a giant hill. The hill has an east-west road that is flank rows of trees on both sides, which really made line of sight a headache. On the far east there is a larger patch of trees with a small clearing inside the forest.
Here is a picture of the entire Soviet force. The Soviet did receive an additional 25 points which was used to purchase new units. The following has the components of the main list as well as what the extra points were spent on:
Main Force
HQ T-72 x1
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
BMP-2 motor rifle company (AK-74 x4, RPG-7 x3, BMP-2 x4)
2S1 Carnation x3
2S1 Carnation x3
BMP-1 OP x1
ZSU-23-4 Shilka x4
SA-13 Gopher x4
MI-24 Hind x6
Frogfoot x4
25 extra points
Hind x6
Shilka x4
Shilka x2
Gopher x4
In addition to this the Soviets Campaign assets are a BMP-1 OP x1, MI-24 Hind x3 on Turn 1, Frogfoot x3 on Turns 2, 4, 5, 6, and the Off-Board Artillery is 2S1 Carnation x6.
Here is a picture of the US force. The US also receive an additional 25 which was used to boost the HQ and purchase new units. The following has the components of the main list as well as what the extra points were spent on:
Main Force
HQ M1 Abram
M1 Abrams x3
M1 Abrams x3
M113 Mech Platoon x3
M901 ITV x2
M163 VADS x4
M113 FIST
M109 x6 w/ Copperheads
A-10 Warthog x2
25 extra points
HQ M1 Abram (essentially the second in command)
VADS x4
ITV x2
ITV x2
Mech Platoon x3 w/ extra dragon missile team
In addition to this the US Campaign assets are a FIST x1, AH-1 Cobra x3 on Turn 1, A-10 x 2 on Turn 1, A-10 x 1 on Turn 2 and the Off-Board Artillery is M109 x3 w/Copperheads and Bomblets.
Mission
The campaign pick our mission for us: Free-For-All. The Soviets is attacking from the north while the US is defending from the south. The key elements of this battle is that everything starts on the board and the person with first turn is decided by a die off after deployment. The person with first turn can not use artillery or aircraft. If that person has campaign assets that come in on Turn 1, all their campaign assets get pushed back a turn. Both players place two objectives in their opponent's deployment zone (within 8 inches of the long edge).
Most of the US lightly armored unit deployed on the eastern objective, surrounded by trees. That made the objective easily defended and dangerous to take. As such, the Soviet practically didn't try. Instead all the action centered on western objective which was out in the open. The hill protected the Soviets very long line of Anti-Air and artillery. The Abrams were out in the open to face enemies coming around the hill. I was hoping the hill along with the double forest on top would help protect the Abrams flank but there is no spot safe from Soviet Aircraft!
Turn 1
The US won first turn which is a mix blessing as now most their units can not shoot, campaign assets are now pushed back, unable to use aircraft and the lost of the Off-Board artillery. Trying to make the most of it, the Abrams moved forward and the VADS that were behind them moved north to shoot at Hinds. A Mech platoon and ITV unit dash towards the clearing on the western side. Almost half of those vehicle got bogged down in the woods. The VADS were only in range of 2 Hinds and took one out. One unit of Abrams fired and wiped out the visible Carnations. The remaining Abrams combine their fire at the T-72s but only manage to bail out 2 tanks. This did force a morale check which the T-72s failed and ran off.
Soviets did manage to get in their Strike Aircraft on their turn as well as the Off-Board artillery. Two rounds of artillery fail to achieve anything as one failed to range in while the other range in on the ITV and Mech Platoons. Hits were made but the vehicles made their armor save. A unit of T-72s moved up the hill and shot at the VADS, destroying one. On western side, BMPs shoot at the HQ which destroyed the second in command. Frogfoot unit fired on some Abrams destroying one. That shot cost the Frogfoot half their numbers as 2 were shot down by 2 VADS. Of the 3 units of Hinds, one loiter off by mistake, the campaign hinds fired and missed while 5 copter fire on Abrams. The AA fire cost the Hinds another member and in turn got 2 hits, which the Abrams made their saves so no damage got through.
Turn 2
US failed to get Off-Board Artillery but got both campaign and normal strike aircraft in. I put the campaign A-10s in the northeast of the map to thin out the AA there but instead the A-10s got shot down. My M109s fire Copperheads at 4 Hinds but one hit land and the Hind made it save. The unit of 3 Abrams move under the Hinds so they could fire on shilkas hiding behind the hill. The volley destroyed 3 Shilkas, but the remaining one made the morale check to stay. The unit of 2 Abrams move on top of the hill and fired on AA vehicles, wiping out the unit of 2 Shilkas and destroying a single Gopher. My HQ moved into the woods to get cover but got bogged down, leaving its rear to the enemy. The ITVs in those woods shot at the BMPs, destroying 1. On the east side the men dismounted and moved forward. Their transports move up and fire machine guns at the Shikas in the woods but did no damage. The Cobras flew in and drop the salvo on Soviet soldiers, killing 2 and pinning the unit. My own A-10s fired on the T-72s on the hill but rolled snake eyes.
Soviets failed to get their strike aircraft and Off-Board Artillery in but the campaign gave him 3 Frogfoots. The BMPs shot at Abram HQ stuck in the woods. HQ failed two saves and got destroyed. I also failed my commander save to jump into another vehicle. The commander and an unit of T-72s shot at the Abrams on the hill, destroying one of them. The remaining Abram failed its morale check and fled the battlefield. The Hinds shot at the full strength Abrams and destroyed 2. The campaign Frogfoots destroyed the FIST that was out in the open. The T-72s that were parked on top of the hill continue shooting at the VADS and destroyed 2 more. The remaining VADS and Abram passed their morale check. Artillery rain down on eastern side, covering an ITV and most of the Mech platoon. It bailed out a transport and pinned the men.
Turn 3
The US got no aircraft and no artillery this turn. The campaign assets gave me one lone A-10 which got shot down. The last Abram move up to shoot at Gophers but completely missed. The ITVs in the woods kill all but one BMP. The Cobras tried to take out some T-72s but AA fire shoot them all down. It is at this point I soon realize I had a problem with my camera during this and last turn. I lost my audio notes for this phase and I don't remember what else happen on my turn. I do know either on this turn or on Soviets Turn 2, one Hind in each unit were destroyed bring their totals to 3 and 2. I have no idea what brought them down. I do believe the Mech Platoon on eastern side failed to rally.
As it is becoming quite common for both players, the Soviets got no artillery and no strike aircraft this turn. It is at this point Tracy remembered he had another unit of 6 Hinds that he had remove from the table turn 1 and completely forgot about them. He brought them in on the east side and they along with the Shilkas destroyed the 3 M113 transports. On the west side the Hinds fired at the lone Abram and destroyed him. The unit of two Hinds used it Gatling gun on the ITVs in the woods, but ITVs are very hard to hit. I had a lot of AA fire and it all missed. The Soviet troops finally rallied and moved up towards the objective.
Turn 4
US Off-Board artillery finally comes in but their A-10s refuse to return to the field. The VADS on the east side move up and shoot at the new 6 Hinds and did nothing. The 2 ITVs over there fire 2 deadly shots taking out a Carnation and a Hind. The M109s fired at the remaining 5 Hinds with Copperheads and destroyed 3 copters. ITV leader in the woods called in the Off-Board artillery on the motor rifle company, killing another soldier and pinning the rest. There was more firing but nothing else landed.
The Soviets normal strike aircraft is still on vocation like my own A-10s. But Tracy did roll to get his artillery in and his campaign assets gave him another 3 Frogfoots. The motor rifle company did rally and move onto the objective. The Off-Board artillery drop a smoke bombardment to screen the motor rifle company. All three units of Hinds move next to the ITVs trying to, but failing to do any damage to them. The T-72s on the hill finished off the last VADS on the western side. The range in artillery on the eastern side fired another bombardment, killing a single soldier. All 3 campaign Frogfoots were shot down by the eastern VADS.
Turn 5
Luck is running out for the US. I got no strike aircraft and no Off-Board artillery. The Mech platoon refuse to rally. The ITVs in the wood attempt to move so they could contest the objective. One bogged down while the other pass and could contest. That ITV machine the motor rifle company and manage to kill a man. All other ITVs fired at targets but nothing landed. Copperheads were fired at the unit of 3 Hinds, 2 were downed. The remaining Hind passed it morale.
The Soviets manage to get everything this turn. Artillery, normal strike aircraft and campaign aircraft! The 2 Carnations that was ranged in on the east side redirect it fire to place a smoke bombardment to screen the motor rifle company again. Said motor company tried to dig in but failed. Shilkas fired 18 shots into the Mech Platoon and miss every one. A second unit of T-72s moved on top of the hill. Lots of fire was pour into the ITVs on the eastern objective, eventually destroying them because I thought they loss their gone-to-ground when they hadn't. The new unit of T-72s shot at the 2 M109s that were in the woods, destroying them both. All the remaining Hinds fired at the bogged down ITV, eventually destroying it. The Frogfoots destroy the active ITV, nearly securing absolute victory for the Soviets.
Turn 6
Because of the smoke screen the only hope US has to prevent the Soviets from winning next turn is to get strike aircraft and take out the last 4 motor rifle company. I got nothing! No artillery, no strike aircraft and now no way to target the Soviet infantry. Given that I had lost my only purpose this turn was to do as much damage as possible. The Mech platoon finally rallied. They moved up because the Shilkas were just slight out of range of their weapons. Pouring their LAWs into the Shilkas, two were turned into burning husk. The remaining Shilka passed its morale to avoid the unit being lost. The VADS moved towards the Hinds, crossing the woods. One VADS bogged down and only one other was in range. Its fire did nothing. The remaining M109s return fire by copperheads into the T-72s and destroyed 2. Again the Soviets passed it morale. My turn ends and the Soviets starts their turn 6 by winning 4-3!
Tuesday, June 21, 2016
Topic of the Week: Favorite Army
On his channel Vince Venturella promotes something he calls the Topic of the Week to the war gaming community. The idea is that he will toss out a topic every Friday to give the community something to think about. Content creators interested in the topic can make a video response to that topic and Vince will link those videos in the Topic of the Week description. He also encourages others whom don't want to make a video to post their thoughts in the comments section. In this way he helps bring the community closer together. Seeing various ideas discuss among the community is great and I've wanted to join in on the conversation for a while now.
Last week Topic was on your favorite army. I spend some time thinking about it and I finally gather my thoughts together to make this video:
Here is the link to Vince Venturella channel: https://www.youtube.com/channel/UCgptSaRLvd1QH0SURdQNYgg
Also episode 26 of the War Journal: Flames of War podcast is out: http://neaceul.podbean.com/.
Last week Topic was on your favorite army. I spend some time thinking about it and I finally gather my thoughts together to make this video:
Here is the link to Vince Venturella channel: https://www.youtube.com/channel/UCgptSaRLvd1QH0SURdQNYgg
Also episode 26 of the War Journal: Flames of War podcast is out: http://neaceul.podbean.com/.
Saturday, June 11, 2016
Battle of Thermopylae Teufelsberg-Pietzeistein Forest
Captain Jack, as he was known to his men, was uneasy. He had the feeling something big was going to happen that day and with the current tensions, that something would probably mean World War 3, with him being on the front line. He was lying down in the grass at the edge of the tree line. His tank was several hundred yards behind him, hidden in the forest. Scanning the horizon for the enemy, Jack heard someone running towards his position. Jack lowered his binoculars and got to his feet, confident that enemy wasn't THAT close to them yet. Lieutenant Dawley ran up to Jack with concern written across his face. "The Russians are advance here! Its an attack!" he said. "How many are we looking at?" Jack asked the Lieutenant. "Probably all of them!" Captain Jack was about to admonish the lieutenant until something on the horizon caught his eye. Captain Jack could see dust clouds no matter where he look north. He could also now hear the roaring of jet engine in the distance. He wasn't sure what they were, but he knew they weren't American! "Get to your track!" he screamed at his lieutenant as he made a mad dash to his own. Once in his chair Captain Jack radio the battalion to let them know his position was about to be overrun with Soviets and he was planning to make a strategic withdrawal. He was told to delay the Russian as much as possible before withdrawing. "Sure, no problem," he sarcastically thought. He switch the radio to the local net and began barking orders as he thought them up for the retreat. Second Lieutenant Maxwell Short, the fire support office realize the situation must be dire judging from Jack's orders and tone. He switch his radio from the local net to call for air support. He knew they were going to need it if there were to survive the Soviet Offensive. It was just a matter if the air support would arrive in time..."
This is a campaign battle report of my first game in the Fulda Gap Campaign. Since I don't have a page for the Fulda Gap Campaign up yet, there are some things I need to explain about this battle report before I go on. First this battle report uses a lot of proxies. Most of my force is still not assemble and painted and even if it were, the campaign adds addition units neither had plan on buying. Next, the campaign has three unique rules that changes the normal game. While a default game is 100 points per side, the campaign maybe give either player an additional 25 points to expand their force. The opponent will not know about this bonus ahead of time. For this report the Soviet receive the addition 25 points while the US did not. Second, both sides have the use of off the table artillery. The artillery count as having unlimited range but will need a spotter to fire. To get this artillery a check needs to be passed after rolling for strike aircraft. The Soviets artillery count as a 6 gun carnation battery and will fire on a 4+ roll. The US get a 3 gun M109 battery with the copperhead upgrade and will fire on a 5+ roll. Both forces gets an additional observer. Lastly, both sides have a secret list of when addition aircraft will reinforce their army. The opponent has no idea when or how many aircraft will show up until it is announce. When helicopters show up, they stay for the rest of the game and count as apart of the rest of the force. Strike aircraft are automatic but are only available for that turn. If a player get strike aircraft in multiple turns, any destruction of aircraft does not carry over. That means if a player is getting 2 strike aircraft in turn 1, 3 and 4, that player will get 2 strike aircraft in turns 3 and 4 even if they were destroyed in turn 1. Now lets get into the battle report proper starting with the board
We got a map of where our battle was suppose to take place so we tried to make the battlefield resemble that map. What we got was very interesting. We didn't have much terrain overall but we did get 2 thin tree lines that bisected the board. The hill on the west side is actually a forest. We added trees to it later. The three hills on the top right were hills and also help sub-divide the board. Since tanks couldn't fit on top of the tree lines, we had the rule that if you were next to a tree line, you were counted as being in the forest and required a cross check. We both had the same idea of who would get the most benefit from the map. Who actually DID get the most big for their buck is a different story, which I will get into shortly.
Here is a picture of the entire Soviet force. I'm not sure what's what so I'm just going to list what is in it:
HQ T-72
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
BMP-2 motor rifle company (4x AK-74, 3x RPG-7, 4x BMP-2, 1x SA-14 Gremlin AA)
BMP-2 Scout x2
BMP-2 Scout x2
2S1 Carnation x3
2S1 Carnation x3
BMP-1 OP
BMP-1 OP (bonus from the campaign)
ZSU-23-4 Shilka x4
SA-13 Gopher x4
BM-21 Hail Rocket Launcher Battery x3
MI-24 Hind x6
Assault Landing Company (AK-74 x6, RPG-7 x4)
Frogfoot x6
In addition to this, Soviets got MI-24 Hind x3 to come in on Turn 1 from the secret list.
Here is a picture of the US force. It includes:
HQ M1 Abram (its the black one in front)
M1 Abrams x3 (right behind the HQ)
M1 Abrams x3 (right behind the HQ)
M106 x3 (proxies right behind the Abrams)
M901 ITV x2 (StuG proxies right behind the M106)
M113 FIST x2 (includes bonus one from campaign, next to the StuG)
M163 VADS x4 (the 4 M113 chassis)
A-10 Warthog x2
M109 x6 w/ Copperheads and Bomblets (the 6 vehicles in back, the black one is the actual model)
The rules of the campaign said we had to play a defensive battle with the Soviets attacking from the north/top of the map and the US defending from the south/bottom. The die roll was 4, which gave us Fighting Withdrawal. The key elements of this mission is that both side start with everything on the table with the defender getting to put one unit in ambush. I pick one of my Abrams unit place in ambush. If the Soviets control any of the three objectives at any time, they win. If the US can not lose by Turn 8, they win. One last point, starting on Turn 3 and every turn afterwards the US adds a "delay counter" or removes a unit depending on how many are left. The US gets to remove an objective on Turns 6 and 7.
Because my deployment zone was half the board and there is not much concerning terrain beside the tree lines, the Soviet scout's spearhead special rule was render useless. The Soviets only had an 8 inch deployment zone and the scouts could only extend that 4 inches behind the hills. Even then other Soviet units couldn't much beyond that because they were in clear view of my deployment zone (which counts as my teams for the spearhead rule). Nevertheless the Soviets greatly outnumbered me and had first turn.
The Soviets failed to get in their strike aircraft and off board artillery. Since none of his spotters were in a good position, Tracy move all of his artillery and observers up to get a better view along with most of his force. Some vehicles failed a cross check and bog down, which will be a running theme for the rest of the game. On the west side an unit of T-72 move up and shoot at the Abrams in the woods, destroying one. The six hinds had move behind those Abrams and finish the Abrams off. The ant-air fire from the Abrams, HQ and the ITVs took out a single before they shot. On the east side, the BMP-2 transports move up to near the tree line close the M109s. Three T-72s move up and fire on a FIST hiding in the woods. Tracy got a lucky 6 and blew the FIST up. The 3 hinds had moved behind those T-72s and would have also fired on the FIST if the tanks had miss.
Bottom of Turn 1, US failed to get in their strike aircraft but did get the off the table artillery. The secret list did give the US 2 A-10s to use on turn 1 so it was like it made its strike aircraft roll. The VADS moved up to put the 3 hinds into range and shoot them up, destroying 2. The FIST spotted for the 6 M109 to fire copperheads at the 5 hinds and knock two of those out the air. The heavy mortar leader spotted for the off-board artillery to drop a bombardment on the Shilka on the hill. Range in on them but only manage to bailed out a single Shilka. In retrospect, that was as good as destroyed since that Shilka never remount for the rest of the game. The A-10s avenged the FIST by destroying one of the T-72s that shot at it. More things fired this turn but nothing else landed.
Soviets got everything this turn. Strike aircraft, off board artillery and even the campaign gave Tracy an additional 2 Frogfoots this turn. Tracy loitered single Hind off the table to prevent him from losing the unit. The Soviets poured a lot of firepower into the ITVs and my HQ on the west side. 6 Frogfoots, 3 remaining Hinds (both of which stay out of range of the VADS), T-72s and more all fired. Only a single ITV got destroyed. It forced a morale checked but the remaining ITV passed. On the east side the infantry disembark and prepared to assault the M109s. The T-72s (and maybe something else) shot at the VADS, one got destroyed and a second was bailed out. A spotter for the off board artillery tried to range in on the M109s but rolled 2,2 and 1. The 2 Frogfoots fired on the remaining VADS but their anti-aircraft fire blew them out of the air. This made Tracy happy for now he can assault the M109s with his infantry. I think since .50 cal machine-guns is really only used to shoot at aircraft in our games, he forgot their normal rate of fire is 3. His men didn't fair well running into 18 shots. Half of the infantry was killed forcing the remaining men to fall back. At this point I'm thinking while the US held, things looks really bleak.
At this point I should say while I'm describing most of what the US did, I'm just highlighting the Soviet turn. The reason is that the Soviet just have so much stuff and most of what I'm leaving out is moving, failing cross checks or both. On the US turn the strike aircraft came in but the off board artillery did not. Since I was losing the west flank badly I brought my Abrams out of ambush to help protect the objective. Moving through the tree line, all three Abrams had to take a cross check and they all passed. Being face to face with the T-72s, the ambushing Abrams fired and destroyed enough tanks to force a check and caused that unit of T-72s to flee. The 6 M109 fired copperheads into the Hinds again but did no damage this time. So the ITV shot at them and took a Hind out. My HQ shot at the Shilkas, destroying 2 to force a morale check. A check they passed. The heavy mortals moved up to support the M109 from the infantry by giving them covering fire. Since some of the infantry was hiding behind the trees, they could sneak up on the M109s, preventing some their defensive fire. Of course I didn't moved the heavy mortal far enough so they couldn't help out anyways. One VADS moved up to contested the eastern objective. One M109 was right on the line to being able to contest so I wanted to make sure another vehicle was clearly within 4 inches. The A-10s was going to clean house on the eastern flank, but anti-aircraft fire got the best of them and they were shot down.
For Soviets turn 3 they got their strike aircraft in but not their off board artillery. The campaign gave the Soviets another set of 2 Frogfoots whom come in despite the previous set were destroyed. That gave Soviets back-to-back turns of having 8 Frogfoots in play. Everything on the west front shot at the Abrams platoon, including all 8 Frogfoots, and it was just barely enough to destroy them all. On the east coast the VADS got wiped out by tag team shots from a T-72 and Carnations' straight shot. Everything else over there shot at the M109s and bailed out half of them. I believe the infantry assaulted again and again got stopped by the .50 cal machine guns. Tracy decided to shoot his men so none of them were able to deny defensive fire.
For US they failed to get their off board artillery. Soviets now have infantry in the forest on the western front near the objective. This forces the US to get something over there to stay in the game. The HQ tries to move other there but fails its cross check and bogs now. Now the ITV has to move and it passes its check so it can now contest. On the east 2 M109 remounted while the third failed the check. Having 5 guns I split my shooting to do 3 copperhead shots into the T-72s over there, blowing them up, 2 straight shots into the Carnations and destroying 2 as well. This force a check on the Carnation but they made it. On the drive home I began to wonder if this was a legal move. I forgot artillery has a rule that if any gun fires a bombardment, the other guns either has to join the bombardment or they don't fire. Then again, copperheads is not a normal bombardment. Something I need to check out on the forums but in any case it didn't change anything in the game. I will explain why at the end.
Soviets did not get their 6 Frogfoot strike aircraft but they did make their off board artillery roll and over the screams of Captain Jack and myself, the campaign gave them another pair of Frogfoots this turn. On the east the M109 were essentially surrounded and was fired upon from all sides plus the off board artillery. The few that survived failed their morale check and fled. On board artillery bombardment ranged in and destroyed the remaining FIST and one of the heavy mortars. In the west, several shots fired into the HQ, with the Frogfoots delivering the killing blow. Captain Jack's final words as he heard jet engine toward his position were "Oh COME ON!" The Hinds sealed the deal by destroying the ITV.
The Soviets turn is now over but at this point nothing US can do to stop the game from ending. Tracy is controlling 2 objectives on both sides of the board and the only thing the US have left is 2 M106 heavy mortals. The campaign would have given me 3 Cobras on Turn 4 but it was too little too late. Even with the Cobras I thought there was nothing I could have done to change the result of the battle (I was wrong) and I was tried of getting my teeth kicked in. The only units the Soviets lost were 2 units of T-72s. The Soviets force was large enough to ignore one of those lost units for victory points, which means the Soviets won 5 - 2.
Let's start with the ending. I was quickly put in a bad place and had so many ways to lose. I was really close to being tabled and because of the mission would have eventually been force to remove at least one of my remaining units before turn 8. The reason M109 mistake, if it does turns out to be one, wouldn't have change anything was that I was going to shoot the T-72s no matter what and the Carnations made their morale check. Now if they failed their morale check then it would have change the game because that would make the Carnations the third unit destroyed which would change the final score to a 4 - 3. That also means that I should have played out Turn 4 because if the Cobra could have wiped out one unit, it would have affect the score. We almost never use victory points before so I was unaware how it work until after we quit and looked it up. By the end of the game I was emotionally drained. While Tracy had some really good rolls at key moments, his dice rolling was overall below average and down right sad at times. I think this gave me false hope in thinking of turning the game around. He just had too much stuff for me to overcome.
The terrain was extremely interesting as we would never setup a board like this on our own. We both thought it gave the US a stronger advantage but by the end of the game there is a debate to say the Soviets benefited more. You can say the US benefited more from Terrain in the east while the Soviets benefited in the west. Tracy had to us so much overwhelming firepower to remove the few models I had in the western woods. Then again, it was nearly 60 points worth of US so it probably should have been hard to remove them. With the lost of my first FIST, Soviets could use the tree line in the east to block all line of sight to them, allowing them to move up to the objective without being shot at.
I won't comment on the campaign rules until the campaign ends. I will go into more details about the system when I make the Fulda Campaign page. Despite the long odd I did enjoy playing most of this game. Coming into the game I had the feeling I was going to get creamed but the actual battle was closer than what the score says. One thing I did forget to mention in the report was that I got 4 minefields and they did play a minor role in the game. They are hard to see in the pictures but I put 2 on the road which I don't think help very much. The other 2 above the forest on the western edge. This greatly slowed down the Soviets infantry by making them go around the minefield. They probably could have gotten to the objective in a turn or 2 sooner than they did. In any case this was nearly an overwhelming victory for the Soviets.
This is a campaign battle report of my first game in the Fulda Gap Campaign. Since I don't have a page for the Fulda Gap Campaign up yet, there are some things I need to explain about this battle report before I go on. First this battle report uses a lot of proxies. Most of my force is still not assemble and painted and even if it were, the campaign adds addition units neither had plan on buying. Next, the campaign has three unique rules that changes the normal game. While a default game is 100 points per side, the campaign maybe give either player an additional 25 points to expand their force. The opponent will not know about this bonus ahead of time. For this report the Soviet receive the addition 25 points while the US did not. Second, both sides have the use of off the table artillery. The artillery count as having unlimited range but will need a spotter to fire. To get this artillery a check needs to be passed after rolling for strike aircraft. The Soviets artillery count as a 6 gun carnation battery and will fire on a 4+ roll. The US get a 3 gun M109 battery with the copperhead upgrade and will fire on a 5+ roll. Both forces gets an additional observer. Lastly, both sides have a secret list of when addition aircraft will reinforce their army. The opponent has no idea when or how many aircraft will show up until it is announce. When helicopters show up, they stay for the rest of the game and count as apart of the rest of the force. Strike aircraft are automatic but are only available for that turn. If a player get strike aircraft in multiple turns, any destruction of aircraft does not carry over. That means if a player is getting 2 strike aircraft in turn 1, 3 and 4, that player will get 2 strike aircraft in turns 3 and 4 even if they were destroyed in turn 1. Now lets get into the battle report proper starting with the board
We got a map of where our battle was suppose to take place so we tried to make the battlefield resemble that map. What we got was very interesting. We didn't have much terrain overall but we did get 2 thin tree lines that bisected the board. The hill on the west side is actually a forest. We added trees to it later. The three hills on the top right were hills and also help sub-divide the board. Since tanks couldn't fit on top of the tree lines, we had the rule that if you were next to a tree line, you were counted as being in the forest and required a cross check. We both had the same idea of who would get the most benefit from the map. Who actually DID get the most big for their buck is a different story, which I will get into shortly.
Here is a picture of the entire Soviet force. I'm not sure what's what so I'm just going to list what is in it:
HQ T-72
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
T-72 x3 w/ mine clearing devices
BMP-2 motor rifle company (4x AK-74, 3x RPG-7, 4x BMP-2, 1x SA-14 Gremlin AA)
BMP-2 Scout x2
BMP-2 Scout x2
2S1 Carnation x3
2S1 Carnation x3
BMP-1 OP
BMP-1 OP (bonus from the campaign)
ZSU-23-4 Shilka x4
SA-13 Gopher x4
BM-21 Hail Rocket Launcher Battery x3
MI-24 Hind x6
Assault Landing Company (AK-74 x6, RPG-7 x4)
Frogfoot x6
In addition to this, Soviets got MI-24 Hind x3 to come in on Turn 1 from the secret list.
Here is a picture of the US force. It includes:
HQ M1 Abram (its the black one in front)
M1 Abrams x3 (right behind the HQ)
M1 Abrams x3 (right behind the HQ)
M106 x3 (proxies right behind the Abrams)
M901 ITV x2 (StuG proxies right behind the M106)
M113 FIST x2 (includes bonus one from campaign, next to the StuG)
M163 VADS x4 (the 4 M113 chassis)
A-10 Warthog x2
M109 x6 w/ Copperheads and Bomblets (the 6 vehicles in back, the black one is the actual model)
Mission
The rules of the campaign said we had to play a defensive battle with the Soviets attacking from the north/top of the map and the US defending from the south/bottom. The die roll was 4, which gave us Fighting Withdrawal. The key elements of this mission is that both side start with everything on the table with the defender getting to put one unit in ambush. I pick one of my Abrams unit place in ambush. If the Soviets control any of the three objectives at any time, they win. If the US can not lose by Turn 8, they win. One last point, starting on Turn 3 and every turn afterwards the US adds a "delay counter" or removes a unit depending on how many are left. The US gets to remove an objective on Turns 6 and 7.
Because my deployment zone was half the board and there is not much concerning terrain beside the tree lines, the Soviet scout's spearhead special rule was render useless. The Soviets only had an 8 inch deployment zone and the scouts could only extend that 4 inches behind the hills. Even then other Soviet units couldn't much beyond that because they were in clear view of my deployment zone (which counts as my teams for the spearhead rule). Nevertheless the Soviets greatly outnumbered me and had first turn.
Turn 1
The Soviets failed to get in their strike aircraft and off board artillery. Since none of his spotters were in a good position, Tracy move all of his artillery and observers up to get a better view along with most of his force. Some vehicles failed a cross check and bog down, which will be a running theme for the rest of the game. On the west side an unit of T-72 move up and shoot at the Abrams in the woods, destroying one. The six hinds had move behind those Abrams and finish the Abrams off. The ant-air fire from the Abrams, HQ and the ITVs took out a single before they shot. On the east side, the BMP-2 transports move up to near the tree line close the M109s. Three T-72s move up and fire on a FIST hiding in the woods. Tracy got a lucky 6 and blew the FIST up. The 3 hinds had moved behind those T-72s and would have also fired on the FIST if the tanks had miss.
Bottom of Turn 1, US failed to get in their strike aircraft but did get the off the table artillery. The secret list did give the US 2 A-10s to use on turn 1 so it was like it made its strike aircraft roll. The VADS moved up to put the 3 hinds into range and shoot them up, destroying 2. The FIST spotted for the 6 M109 to fire copperheads at the 5 hinds and knock two of those out the air. The heavy mortar leader spotted for the off-board artillery to drop a bombardment on the Shilka on the hill. Range in on them but only manage to bailed out a single Shilka. In retrospect, that was as good as destroyed since that Shilka never remount for the rest of the game. The A-10s avenged the FIST by destroying one of the T-72s that shot at it. More things fired this turn but nothing else landed.
Turn 2
Soviets got everything this turn. Strike aircraft, off board artillery and even the campaign gave Tracy an additional 2 Frogfoots this turn. Tracy loitered single Hind off the table to prevent him from losing the unit. The Soviets poured a lot of firepower into the ITVs and my HQ on the west side. 6 Frogfoots, 3 remaining Hinds (both of which stay out of range of the VADS), T-72s and more all fired. Only a single ITV got destroyed. It forced a morale checked but the remaining ITV passed. On the east side the infantry disembark and prepared to assault the M109s. The T-72s (and maybe something else) shot at the VADS, one got destroyed and a second was bailed out. A spotter for the off board artillery tried to range in on the M109s but rolled 2,2 and 1. The 2 Frogfoots fired on the remaining VADS but their anti-aircraft fire blew them out of the air. This made Tracy happy for now he can assault the M109s with his infantry. I think since .50 cal machine-guns is really only used to shoot at aircraft in our games, he forgot their normal rate of fire is 3. His men didn't fair well running into 18 shots. Half of the infantry was killed forcing the remaining men to fall back. At this point I'm thinking while the US held, things looks really bleak.
At this point I should say while I'm describing most of what the US did, I'm just highlighting the Soviet turn. The reason is that the Soviet just have so much stuff and most of what I'm leaving out is moving, failing cross checks or both. On the US turn the strike aircraft came in but the off board artillery did not. Since I was losing the west flank badly I brought my Abrams out of ambush to help protect the objective. Moving through the tree line, all three Abrams had to take a cross check and they all passed. Being face to face with the T-72s, the ambushing Abrams fired and destroyed enough tanks to force a check and caused that unit of T-72s to flee. The 6 M109 fired copperheads into the Hinds again but did no damage this time. So the ITV shot at them and took a Hind out. My HQ shot at the Shilkas, destroying 2 to force a morale check. A check they passed. The heavy mortals moved up to support the M109 from the infantry by giving them covering fire. Since some of the infantry was hiding behind the trees, they could sneak up on the M109s, preventing some their defensive fire. Of course I didn't moved the heavy mortal far enough so they couldn't help out anyways. One VADS moved up to contested the eastern objective. One M109 was right on the line to being able to contest so I wanted to make sure another vehicle was clearly within 4 inches. The A-10s was going to clean house on the eastern flank, but anti-aircraft fire got the best of them and they were shot down.
Turn 3
For Soviets turn 3 they got their strike aircraft in but not their off board artillery. The campaign gave the Soviets another set of 2 Frogfoots whom come in despite the previous set were destroyed. That gave Soviets back-to-back turns of having 8 Frogfoots in play. Everything on the west front shot at the Abrams platoon, including all 8 Frogfoots, and it was just barely enough to destroy them all. On the east coast the VADS got wiped out by tag team shots from a T-72 and Carnations' straight shot. Everything else over there shot at the M109s and bailed out half of them. I believe the infantry assaulted again and again got stopped by the .50 cal machine guns. Tracy decided to shoot his men so none of them were able to deny defensive fire.
For US they failed to get their off board artillery. Soviets now have infantry in the forest on the western front near the objective. This forces the US to get something over there to stay in the game. The HQ tries to move other there but fails its cross check and bogs now. Now the ITV has to move and it passes its check so it can now contest. On the east 2 M109 remounted while the third failed the check. Having 5 guns I split my shooting to do 3 copperhead shots into the T-72s over there, blowing them up, 2 straight shots into the Carnations and destroying 2 as well. This force a check on the Carnation but they made it. On the drive home I began to wonder if this was a legal move. I forgot artillery has a rule that if any gun fires a bombardment, the other guns either has to join the bombardment or they don't fire. Then again, copperheads is not a normal bombardment. Something I need to check out on the forums but in any case it didn't change anything in the game. I will explain why at the end.
Turn 4
Soviets did not get their 6 Frogfoot strike aircraft but they did make their off board artillery roll and over the screams of Captain Jack and myself, the campaign gave them another pair of Frogfoots this turn. On the east the M109 were essentially surrounded and was fired upon from all sides plus the off board artillery. The few that survived failed their morale check and fled. On board artillery bombardment ranged in and destroyed the remaining FIST and one of the heavy mortars. In the west, several shots fired into the HQ, with the Frogfoots delivering the killing blow. Captain Jack's final words as he heard jet engine toward his position were "Oh COME ON!" The Hinds sealed the deal by destroying the ITV.
The Soviets turn is now over but at this point nothing US can do to stop the game from ending. Tracy is controlling 2 objectives on both sides of the board and the only thing the US have left is 2 M106 heavy mortals. The campaign would have given me 3 Cobras on Turn 4 but it was too little too late. Even with the Cobras I thought there was nothing I could have done to change the result of the battle (I was wrong) and I was tried of getting my teeth kicked in. The only units the Soviets lost were 2 units of T-72s. The Soviets force was large enough to ignore one of those lost units for victory points, which means the Soviets won 5 - 2.
Summary
Let's start with the ending. I was quickly put in a bad place and had so many ways to lose. I was really close to being tabled and because of the mission would have eventually been force to remove at least one of my remaining units before turn 8. The reason M109 mistake, if it does turns out to be one, wouldn't have change anything was that I was going to shoot the T-72s no matter what and the Carnations made their morale check. Now if they failed their morale check then it would have change the game because that would make the Carnations the third unit destroyed which would change the final score to a 4 - 3. That also means that I should have played out Turn 4 because if the Cobra could have wiped out one unit, it would have affect the score. We almost never use victory points before so I was unaware how it work until after we quit and looked it up. By the end of the game I was emotionally drained. While Tracy had some really good rolls at key moments, his dice rolling was overall below average and down right sad at times. I think this gave me false hope in thinking of turning the game around. He just had too much stuff for me to overcome.
The terrain was extremely interesting as we would never setup a board like this on our own. We both thought it gave the US a stronger advantage but by the end of the game there is a debate to say the Soviets benefited more. You can say the US benefited more from Terrain in the east while the Soviets benefited in the west. Tracy had to us so much overwhelming firepower to remove the few models I had in the western woods. Then again, it was nearly 60 points worth of US so it probably should have been hard to remove them. With the lost of my first FIST, Soviets could use the tree line in the east to block all line of sight to them, allowing them to move up to the objective without being shot at.
I won't comment on the campaign rules until the campaign ends. I will go into more details about the system when I make the Fulda Campaign page. Despite the long odd I did enjoy playing most of this game. Coming into the game I had the feeling I was going to get creamed but the actual battle was closer than what the score says. One thing I did forget to mention in the report was that I got 4 minefields and they did play a minor role in the game. They are hard to see in the pictures but I put 2 on the road which I don't think help very much. The other 2 above the forest on the western edge. This greatly slowed down the Soviets infantry by making them go around the minefield. They probably could have gotten to the objective in a turn or 2 sooner than they did. In any case this was nearly an overwhelming victory for the Soviets.
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