Sunday, 15 February 2026

Operation Goodwood - Day 3, July 1944, with Field of Battle WW2

 Another great FoBww2 game - introducing my nephew to the rules this time (he won as usual), and with the result that he wants to use the rules for every theater of WW2. Who am I to argue with that?

this scenario was based on that appearing in the 1996 'Clash of Armor' scenario book: 'Rommel's Battles', and represents day 3 of Operation Goodwood with the British drive toward Vimont.

German armour lies in wait for the Irish Guards

 I still keep coming back to these; each element on the table representing a company allows large battles to be fought, and though Brent Oman is working on a new set which allows the two levels below this to be fought (units as platoons, then squads in three variants of the same rules), the mechanisms will be consistent and exquisite.

To summarise :

  • Card draws dictate the turn sequence. A British unit might be held up in getting to the point where it is needed with poor command rolls re. movement - as the turn sequence is not rigid - but 'fluid', which we read about in accounts, where confusion reigns and time is 'elastic'. This is not a random dice roll that has units 'sitting pretty' (BP, I am looking at you) - the card deck is engineered to describe the command superiority or otherwise, with movement only  rarely stymied, or sometimes enhanced dependent upon the opposed roll mechanism. 
  • Unlike other rules, where the designer reads historical accounts, then attempts to distill that experience into a 'rule'...here the mechanism is key to everything that follows: an opposed roll of multi-sided dice - e.g. a d6 vs a d10 - with the result dependent upon the difference between the two, AND whether ODD or EVEN, dictating push-backs, hits, disorder...all in a single opposed roll between the players. Elegant does not begin to describe how fast and intuitive this is. It removes the need for mods, results tables, more mods, and stupid little dice mechanisms that lie outside the core of the rules.
There may be an issue with the Typhoon/Tempest's roundels ;)

 

  • Hence, that mechanism comes first, and distilling the historical account into that mechanism is key - so there are no side rules, few separate systems, and no requirement to 'squeeze every last piece of innovation from what you can do with a bunch of d6'. Multi sided dice combine all the provability and all the odds into single rolls with no bs. d4, d6, d8, d10, d12 etc.each with its own probability curve.
  • Morale works off hits taken, and morale card tests when army morale is breached...this can make for tense moments. Today, both sides reached army morale around the same time, with leadership rolls for card draws, and morale swinging many times in tense action. The swing of  this initiative is key to the game, and very reminiscent of battle accounts in terms of  'narrative'. A word which we all love now , it seems, but rarely understand.
  • Combining the cards, the nature of command into the deck, the dice mechanisms, and modifiers based upon moving dice types 'up' or 'down' and you quickly realise that the simplest concept designs are invariably the best, making for 'simple not simplistic' and truly 'playing the period, not the rules'...in this case.  Genius.

British Infantry moving early on the left flank at Emieville

An attack on the centre early on, which would last all day


Bitter fighting in the woods

Laying smoke on the left flank to allow Guards' armour to move up

Panzers are waiting


The British centre and right. Armoured casualties on the British left at the Chateau St Pierre Oursin, where the British hung on, and eventually forced the panzers back on Vimont


At last, British air offers some respite, eliminating two companies in the open.

Troops surge through the gap on the British left, but matters are very tense as morale starts to dwindle. Flanks breached, bit not broken

Another German counter attack against the weakened British right

...armour pours toward Vimont - but it's too late, as the British fail their first army morale roll...

...and finally withdraw.

There is some rumour, that the next game...might be Prochorovka...



Monday, 2 February 2026

The Star Wars Birthday Bash

 Now, if a game gets repeated, I don't normally put the replay(s) on the blog unless there has been a sensible time between games...though the Star Wars game has proven so popular - with one partial rebel win, then a complete Imperial win, that a third attempt would become the annual 'birthday bash' with my daughter.

 


Earlier plays with this game had Luke die and everyone else get away; in the second game, Han, Luke, Chewie, Leia, Lando, and Nien nummbnbm - the little guy - and even the droids... all died, and the Empire managed to rule the galaxy with proper procedures and sensible tax thresholds, so the viability of the entire scenario was at stake here! 

A long lost pic from the 2nd game, where all the rebel heroes died horribly...

Throughout these games, Ivan Sorenson's EXCELLENT 'Squad Hammer' rules have been used; there is even talk of me doing a Dune scenario using these rules, with Sardaukar (not in welding helmets this time), the Fremen, sandworms made from toilet rolls, etc etc. and Paul and Chani over-acting in beautifully painted still-suits... 


A slightly different spaceport layout this time...with a difficult approach

The rebels made more use of their heavy weapons on this occasion

AT-ST stayed close to the gate, rather than becoming separated and engaged in the open...good move



The rebels suffered terribly trying to capture the moisture farm on their way to the outpost, after getting the codes in a lucky card draw, very early on

The obligatory nail pic. She spent a fortune on these.


She decided that forming stormtroopers at the starport gate would deter any shenanigans - though these kept getting pulled away with the patrol cards


The outpost defends to the last man...

...as the rebels find Princess Leia - who grants any unit she is with +2 to 'everything'...I mean, it makes sense, as apparently she has the 'pics from Jabba's Palace' for sale


Luke, with the +2 from Leia, making him a 'glass hammer' - heavy on action, but susceptible to damage, takes on a walker...and wins!

Han and Chewie ambush the Imperial scouts - wiping them out to a man, with good rolls 


The attack on the spaceport entrance. The rebels had lost most of their fleet troops by this stage, and it was all down to the heroes and rebel commandos...

A squad take out the tractor beam and try to take the Falcon

As rebel commandos charge the gate

'Let theWookie win!!!'

Han and Leia get onto the catwalk, slicing through Imperials and taking out the heavy weapon (this killed Luke in the first game)

REBEL WIN! ...

'When I left you Obi Wan, I was but the learner , now ...wait..WHERE HAS EVERYONE GONE?"  Vader only appears on a natural 12 for activation on 2d6...so far, the rebels have been very lucky...

Such fun, and much better than the Disney versions in recent times.