Sunday, 13 September 2015

Snappy Nappy Flanker...& Game 32 - Memoir '44

A hectic schedule at work, and there was still time for a few games (clearly not enough though, as we had been hoping to squeeze in a playtest of the new 'Sabre Squadron' - I have a Syrian/Israeli 1982 clash in mind).

First up, is the Snappy Nappy game at Sgt Steiner's with his lovely 15mm collection. French vs Prussian, and a game where I saw my flanks collapse with pressure from cavalry on the French left and pressure from Prussian Grenadiers on the right, while I did my best to thrust the Old Guard into the centre. What a game! (I surrendered before it became embarrassing...)

Then a quick game of Memoir 44 with Fitz...
Ok, so it's a little 'gamey' with the cards and hexes, but when a system has an inbuilt mechanism that forces you to withdraw weakened units so that they don't count for enemy victory conditions - and yet doesn't have any form of morale system - there is genius at work...pics follow:


 Forces arrayed

Sneaky Prussian Landwehr move on the French right, would be the cause of some consternation later...

Columns start to move


Triumphant advance (to be short lived)

Cavalry action on the French left - the defining point of the game

A steady advance in the centre. In hindsight - a rapid thrust from the centre with a holding action from young guard squares on the left would probably have been a better response to the cavalry heavy flank attack from the Prussians - though hindsight is a wonderful thing


And...as the French cavalry deserts its brethren on the right, to reinforce the left, Prussian elites create havoc...


What a spectacle with Steiner's 15mm beauties...(you can just make out my flanks collapsing...you don't even need to squint...and if you listen carefully, you can hear me sighing in exasperation)


Memoir '44 Sword Beach


Hard to get guys moving off the beach when you have a focus on one flank - though that is the beauty of the Command and Colours system of course



So, apart from missing out on Sabre Squadron, we got some decent games in. That said, Snappy Nappy is still a clear winner (albeit with a few house rulings required - for command and terrain) while discussions on Memoir 44's suitability for larger games has me thinking now...

Yeah, like I need another project...


Sunday, 30 August 2015

Game 31 - 5 Men & 3 Kings

Time, as ever, has eaten into recent weeks, making for a quick game rather than the lavish extravaganzas that we actually had planned!

So a game of 'Five Men in Normandy', the precursor to the 5Core skirmish rules, was in the offing.

The setup was a five man US and German patrol, bumping into each other in a semi built up area.

HIghlights included:

  • There's a real feel for losing control of individuals as they are forced back due to fire.
  • Although there were three 'out of action' results, the amount of cover cut down on kill dice and made shock dice and suppression very important. If you can suppress a sniper position say, and prevent his firing during your next turn with reaction fire, you can move freely (duhh ...obvious I guess)
  • Real world tactics work. If you don't use your assets to the max (Garands withsuppressive fire), you get punished by accurate and timely fire. If your NCO with SMG gets taken out soon in the game, you'll suffer from close range SMG fire when the opponent gets a flank.
  • VERY quick and VERY decisive.
  • Worth taking a look at a larger game with the same mechanisms.


Germans have advantageous position, in the surrounding woods...

...and in the buildings.


 Although the US left threatens to be a game-changer, the loss of the US NCO early changes the emphasis of the subsequent firefight.

It proves difficult to get enough rifles to bear in cover at the hedgerow.



As the US rifleman suffer under the weight of fire and 'bail' twice, taking them off the board.

 ...leaving a solitary soldier.

 ...who will ultimately withdraw himself, as the German NCO's SMG uses spray fire.





So in addition to tinkering with the 5Core rules, I’ve also been playing about with my 1689 / 9Years War forces.
Having recently been reading some of Henry Hyde’s pieces on his imagi-nations campaigns in his wonderful Wargames Compendium, I was intrigued by the idea of how the 1680s troops could fit in.

Then it hit me; Charles II’s death, James II’s accession to the throne. Monmouth’s attempt to take the throne in 1685, and William’s successful attempt in 1688 – with the Irish and European wars that followed.

So, if we compress some of the timeline, and just happen to have one king and two pretenders at the same time – there’s your campaign. All we have to do is reset the British Isles in a quasi-fantasy 1680s war of the kingdoms setting…and so we have ‘Three Kings in Albion’, with Alba (Scotland) and Danu (Ireland) on the sidelines…with ‘Avalon’ as the Albion capital of course. Hmmm, yet another project to think about.

The rebasing is based on 2” x 2” squares - somewhat after ‘Beneath the Lily Banners’ and Clarence Harrison’s excellent Victory Without Quarter.


 
I’ve split the centre base so that (1) I can have ‘pikes forward’ (2) I can form ‘hedgehog’ easily and (3) I can free up some single figures for playing ‘Donnybrook’ scenarios...with pirates (since everything is better with pirates apparently).

All good, bar the fact that I probably didn’t need another project!?!?

So - room for 18 figures - down from the 20-21 that I previously had.




 The new arrangement allows for pikes forward, and hedgehogs, and frees up some loose miniatures for Donnybrook scenarios. It would of course be an inspired decision, were it not for the fact that it gives me more work to do...


On the horizon:
Definite – Playtesting with the new ‘SabreSquadron’ modern rules – with the old West End Games ‘Fire Team’ boardgame scenarios
Definite – playtesting the Charles Grant WWII rules with Steve’s amendments to turn sequence – with Squad Leader scenarios in mind
Definte - more rules exploration with STEINAHHH!
Probable – AWI with Volley & Bayonet, Maurice and…something else
Likely…ish – ‘Three Kings in Albion’…when I get time. (It’s the latest ‘shiny’ after all).

Monday, 27 July 2015

Game 30 - 5 Core...Contracting Trouble

A small interlude between holiday weekends allowed for a quick game.

We'd recently found Ivan Sorenson's '5 Core' rules, so we thought we'd give them a quick go, as time was limited.

The scenario? A couple of contractor teams trying to get back to their 4x4. (Of course the OPFOR didn't even consider sabotaging the engine...)

It was a nice introduction to the rules, which are simple yet subtle, and for me, throw the accepted conventions of skirmish (and otherwise) wargaming away...and start from scratch.

A full review would probably give most of the rules away...suffice to say that there are some key factors which underpin the design.

  • Turns can happen in one of three ways: there will be standard fire and movement or vice versa - but only for a third of your force, OR a 'scurry' move where effectives advance for advantageous position OR a cinematic style 'firefight', where everyone engages.
  • These different types of turn emerge randomly during play, so inevitably, a plan's chance of surviving contact are, as expected, somewhat diminished.
  • Reaction fire can happen (as Force on Force and most other games at this scale), though we probably fluffed a few of the rules. (I could definitely feel shadows of FUBAR and FoF around gameplay, but these rules made it more fluid than those systems - more cinematic perhaps, but to be honest, we were making decisions which echoed what we read in PMC accounts.)
  • Firers roll 'kill' and 'shock' dice, with chances of each putting figures down, or similary making them think twice about advancing.
  • There are some nice RPG style skill systems which allow for 'characters' in the game to develop along a campaign arc (Ivan does this with all his games).
A great game, but what's really exciting is that Ivan has expanded the core concept into Normandy skirmish (really looking forward to this with my 54mm stuff - I think actually, '5 Men in Normandy' came first), Company level skirmish (for 'Fire Team' style scenarios), and even Brigade level modern command. These DO look interesting

See them here:
 http://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games


Rough view of the battlefield. Note that the teams will have dangerously open flanks combined with a ratnest of buildings and 'sniper corners'.


 
Moving teams to the right, and into cover...before Alpha was almost overwhelmed.




Nice mechanics in the game system here - an overall accurate simulation of firing from cover, combined with reaction fire and a turn sequence which meant that it was difficult to plan for all eventualities. As the OPFOR opened up during a firefight, it almost rendered Alpha immobile for two turns.

Dashing from cover can work with better trained units - in this case the gamble worked as the OPFOR couldn't bring enough men to bear on the developing situation. Had they rolled a 'scurry' action, the weight of numbers would have been telling.


A sniper fires from the buildings during the last minutes.



One element pinned down. One of the strengths here, which we didn't use on the day, would be cause and effect relationship between having to cater for casualties. There's a nice 'plug in' nature to these rules, where adding detail is seamless.

 Most of Bravo get to the vehicle and move toward Alpha. Successful for the teams, but at some cost.


Nice game, nice rules, great potential.

More later...


Friday, 10 July 2015

Steiner & Le Duc Episode 5 - Panzer Grenadier Deluxe

The thickness of the PzG book and the 4 page Quick Ref Sheet do seem imposing at first, though the system is quite innovative.

Its a neat system and with the complexity of what it's trying to model, quite slick in terms of what it achieves. Catering for infantry, armour, HE, artillery, troop quality and command inWWII is never easy of course, and the rules do cater for every eventuality.

Highlights include:
Resource management approach in terms of unit activation - although this is easier for better quality troops.
Armoured combat which emphasises the inherent advantages of superior tanks
Particularly bloody repercussions for moving in the open.

A nice system, which in discussion with Sgt Steiner (and Steve's recent comments over at Sound Officers' Call) make me want to try the 'Battlegroup' system as a comparison...(especially so now that I've heard about Battlegroup Northag)


 Steiner's excellent 15mm kit, which looks even better with the tracks that the Mark IVs make...



 Panthers on the German left, ready to make a mess.

British armour firmly ensconced in the town.


 A hidden anti tank gun and entrenched British defenders slow the German advance.


 ...which slowed to a trickle across the high ground as they took considerable time to ensure that it was free of British defenders.