Friday, March 30, 2018

Meeting a Tiger in the Woods

On Thursday Ron and I had another go at WWII and a Grant Teaser.


The scenario came from Scenarios for Wargames. A force, Canadian as it happened, is fixing a bridge over a river. Across the river the main road runs through a dense patch of woods so an advance party has been posted to block any German counter attack. There is a secondary bridge and ford off to one side. The Canadians have to hold the main bridge and deny any bridgehead to the Germans.

A Tiger, always a Tiger!
 For rules we used the Airfix Battles rules but not the action deck. Instead, for reasons I can't  really remember but which may have had something to do with wanting a simple Old School feel, we decided to just determine initiative with a card draw then each act with 4 units then determine initiative again. We agreed to alternately activate 1 unit each with the possibility of an initiative flip allowing the sort of double move the Airfix card system gives but promptly forgot and went 4 then 4. 

The result of a flip giving a double turn had some of the effect of the missing tactical cards but next time we might just use the original card system. We'll see when the time comes.

Please imagine various knocked out German tanks as well as a pile of bodies near the far end of the bridge!
The scenario called for a light cavalry unit to be broken into 4 patrols to advance along secret forest paths. Given the card stats crossed with available models, this became 4 35T tanks using an Sdsomethingorother stats card. My brain knew this but eyes saw my force being attacked by 5 German tanks! It wasn't until the first one was blown up by a Piat that I relaxed a little.

The rest of his force included a Tiger, a platoon of Pzr Grenadiers in a halftrack, a pair of antitank guns and a long line of trucks carrying infantry.

My defenders consisted of 3 infantry platoons, some engineers, a 6 pdr, a 25 pdr using the stats of a German 75mm PAK since that was the only card on hand with HE and AT capability, a Bren Carrier and a Churchill w 75mm gun and generous stats.  We definitely need to start making our own unit stats for Ron's stuff that's not covered.
End of the day. Crossing Held!
It seemed highly unlikely to me that any of my guys were going to survive but one must do what one can. What can I say, I got lucky. Lucky as in my Churchill was damned lucky both when shooting and when shot at and lucky as in none of my many tactical errors had a serious impact while Ron made one or two small decisions and one error (as in unlimbering 1 hex short) that cost him dearly because my tank got lucky!

All in all it was a very enjoyable, intense, 4 hours of pushing toys around the table, rolling dice, and pitting wits against "the foe". 

Tuesday, March 27, 2018

Aux armes, citoyens, Formez vos batteries!

I decided that my WWI French force deserved its own artillery.


I have two more Crescent WW1 18 pdrs in hand but while the Germans are making do with the same somehow it just did not seem right to make the French do the same. None the less,  I did not have a 75 to give them.

I decided to check the cupboard and this is what I found:


What I found was a cheap copy of a Marx howitzer, a surplus Sash & Sabre Napoleonic cannon, and some cardboard, later replaced by some thin plywood.

Oddly enough my childhood Marx  Miniature Masterpiece Over The Top WW1 playset included  a 25mm version of this same howitzer for the French.

Anyway, putting these bits together gave me this:


As an accurate model its a disgrace, as a toy gun, I rather like it and so do "mes enfants"!


Sunday, March 25, 2018

Maintaining the Aim

There are many things to think about when preparing to run a participation game at a convention but the primary aim  MUST be to provide an enjoyable experience for the gamers who have committed their money and time to sign up and play. 

Sunday's game using the Tin Army variant of the Square Brigadier.
From my experience, there are some key elements to keep in mind for a multi-player game with strict time limits where the players will be unfamiliar with the rules. It must be possible for gamers to pick up enough from the briefing to be able to make a battle plan  and make reasonable tactical decisions and be able to play fast enough to reach a conclusion before the time is up. Beyond that players should each have enough of a force to keep them busy without being overwhelmed and should have the opportunity to make small decisions throughout the game rather than just being woken up periodically to roll some dice. Its also best if the game is somewhat interactive so they stay focused on the game during the enemy's turn rather than wandering off to see what's happening elsewhere.  I also prefer to avoid all or nothing situations or rules where one or two unlucky die rolls can put a player out of the game early on. 
Another midgame shot.  The Allies are feeling confident of another victory but the day is not yet over.
The game on Saturday was OK but I didn't feel like it would deliver what I described above. I let it stew awhile and decided to try again with changing the sequence of play to A moves, B fires, resolve melee while stripping out some of the finicky bits as well as bringing back the option to cancel a hit by "going to ground" (ie "pinned"). These are all part of the 2014 Square Brigadier variant that I called "the Tin Army".

So much for rules, I also fiddled with the OB's to provide 4 clear commands on each side, each with  a battalion or equivalent. Artillery was shared out with the hope that players will negotiate the best use for it in the absence of an on table player CinC. 

End of the game, the Germans have seized the outlying farm but their attempts to go further were blocked by the armoured car and artillery. 
The result was a game that flowed much better and was interactive all the way through. It also saw repeated German attacks being repulsed while allied losses grew until finally, some of  the gaps couldn't be filled. A final push followed by a weak 11th hour counterattack saw the game end with the Germans ahead by 3 VP's to 2.

End of game on the far flank. 

This was the first time the Germans had even come close and it was close. I liked the flow and I think the rules will be easy for people to grasp. I'm comfortable that I can take this to Huzzah so now I can focus on adding some missing figures and working on terrain before another play through in late April or early May, hopefully with live guinea pigs again.

Link to the Tin Army variant of the Square Brigadier