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Winter War, Winter Hammer and thoughts on appropriate rules

I have complained on a few occasions about the random movement in TooFatLardies games and the die roll for actions mechanics in DBX style games. It's not that I think that random movement is wrong or bad or that random activations are bad but in both cases the range of results can seem to wild. In Chain of Command vehicles can sometimes seem like they are driven by learner drivers, surging forward one turn, stalling out the next. In DBA Hannibal can have a brain wave one turn and forget to move both flanks on the next. The story of the battle in my mind hits the record player stopping sound effect and I feel irritated on these occasions. With that in mind I want to talk about Winter Hammer. I played a Winter Hammer scenario at Ferret Con in Sheffield a few weeks back. This is a ruleset by Nordic Weasel for the Finnish - Soviet Winter War. I have not read the rules, only played Tom's excelent game set in a ~brigade level action south of Lake Lagoda in the intitial soviet of...

Quick Looks: Cimean War Battles - Tchernaya River

 A quick one today I traded off Across the Narva by Revolution Games (should post something on this) for an oldish (2000) copy of an S&T magazine. The mag came with two battles reprinted from the 1978 Quad game on the Crimean War. The full Quad also contained Inkerman and Balaklava, this magazine version just has Tchernaya River and Alma. Initial setup Early SPI games (and actually GDW and AH come to think of it) of the 70s tend to have lots of rules you already know. I go, U go, movement, fire, melee, rally, and most of the rules are standard. Command and control rules and friction of war arrived a lot later. To couter this I have added a simple house rule. For each division (units are brigates and regiments, about 2-8 per division) roll. On a 1 in 6 movement is halved unless the unit can charge, in which case it must charge the nearest enemy.  A simple easy to apply rule for generating those light brigade charges. You could also easily convert this to a chit pull game by...

Quick Looks: 1918 / 1919 Storm in the West

  1918 / 1919 Storm in the West   Ted Racer is one of the elder statesmen of board war gaming and best known for rehabilitating WW1 as a gaming topic. In the early 90s the short lived Command Magazine by XTR Corp published three of his titles, two on 1914 and one on 1918. And so it begins Fast forward just under 20 years and GMT is in the market for republishing some older titles. In 2014 they republished the two 1914 titles in a dual pack and in 2020 they dressed up 1918 from a magazine game to a full boxed game and republished it. The dressing up here is updated graphics, a very clear rule book and the 1919 alt-history second scenario.   The system is very vanilla but very effective; igo-ugo, ratio CRT, fairly sticky ZOCs, reinforcement schedule. Unit scale is mostly corps, turns are two weeks, hexes 8 miles. Like many of Mark Simonitch's ‘4X WW2 titles the quality is in the execution and the tweaks to the system rather than core innovation.   Start of ...

Quick Looks: SCS Autumn for Barbarossa

Standard Combat Series (SCS) by MMP should probably be known as Vanilla Combat Series since in today’s wargame market its throwback simple jack of all trades system. There is no command and control system, no supply, no moral, just move and attack, and then move again if your units have wheels. Other than being fairly simple the system has a reputation for high movement rates and a really bloody CRT, both are evident in Autumn for Barbarossa. A tank division could almost move right across the length of the half sheet map and back in turn, assuming it moved again in the exploitation phase. In most WW2 wargames you want to outnumber the defending forces by 3:1 to get good odds on your attack role. This is apparently based on lots of research and has become ubiquitous in game CRTs. Unlike A Victory Lost, or a Kevin Zucker game Autumn for Barbarrossa’s CRT kills units on any result. For the Ruski 1:1 ratio is worth a punt given your replacement rates. That’s the system,...

Quick Looks: A Victory Lost

The first hex and counter war game I bought and played was A Victory Denied, a follow up to AVL from about 10 years ago. I hated it, and wrote off hex and counter games for about another year. The victory conditions seemed off, the combat was ok but not that interesting and the whole thing just seemed to lack any hook. I assumed hex and counter games were only popular with nostalgic old men and I’d stick to card driven or block games. Sometimes I get this urge to East Front. Had it about 2 months ago, asked around and ended up picking up SCS Autumn for Barbarossa and A Victory Lost. A Victory Lost is actually great, and for good reason spawned a system that will soon include a reprint of Konigsberg, a game on Narwa and the whole of Barbarossa. This is operation Uranus through to Von Manstein’s vaunted back hand slap in the winter of 43, in Ukraine post Stalingrad. Units are divisional or bigger and the hook is the game uses chit pull. Chit pull has been around since t...

Quick Play Thru: Washington's Crossing

Being a man who likes diversity I bought / pre-ordered 4 games for Christmas about dudes in flashy coats with muskets marching around road networks. I’ve already Quick looked at Nappys Nemesis 1813, Metz is yet to be released from P500, Autumn of Glory is on the shelf, so this weekend I have played Washington’s Crossing. The Patriot opening more or less followed the script. Washington moved with his stack, crossed the Delaware with decent movement and ferry rolls and come morning was sat just outside Trenton next to Rall’s Hessian garrison. The American gets a rather scripted +5 to surprise rolls when attacking Trenton, plus it being dawn and a prepared attack gave Washington very favourable odds but the roll was terrible and Rall escaped with only 25% losses and a retreat. Further south Greene collected a few detachments of militia and drove the other Hessian garrisons north. The Hessians forced marched out wide forcing Washington to either hunt them dow...

A weekend of Wargaming Part 2: Urban Operations, A Quick Look

This game was originally developed as a training tool for French infantry officers and this shows through. The game is unforgiving of mistakes and seems to revolve around teaching you the by the book methods for assaulting strong points or clearing streets.  In Grozny I had to clear out about 12 Chechen rebel squads/sniper teams. The game gave me three platoons of infantry, two Shilkas, two T80s, some snipers, combat engineers and some off map rocket artillery and hello strikes. This is enough tools to do the job, but you are expected to know how to use each tool properly. For my part, the huge defensive bonus provided by the strong points proved costly to overcome.   Russians activated, moving on Chechen strong point In practice I did not know how to use these tools, or at least not for the first half of the game, later I did sort of start to figure things out, but only after the loss of one T80, the best part of a platoon and all my spetznaz and sniper teams. ...

Quick Looks: The Pacific War: From Pearl Harbour to the Philippines

Imported games have the allure of being foreign and expensive, they also often come with the glamorous trappings of bad rules translation. Pacific War is all of these things but first the good; It’s short. I’m not being factious here, generally Pacific Theatre war games are long and complicated, which is fine but it leaves the shallow end of the dream pool rather empty. The Pacific War clocks in around 2-3 hours and feels engrossing for this life span. You’ve got a point to point map, pretty and functional but no pageant winner, a deck of cards, and a load of counters representing ships that come in on a historical reinforcement schedule. Each year long turn you get a variable number of cards. Players take action rounds discarding a card to win the privilege of doing something and then either play an event card, or move some ships, or resupply some ships (so they can move again). Once out of cards they roll off for priority in taking more actions but if they roll doubles the y...

Metal Ships!

My friend Pete convinced me to buy some 1:1200 scale metal ships for fleet battle games. He picked up some Russo Japanese War Battleships and frigates and I being the most dapper of war gaming hipsters acquired some 30 ships from the well known Sino-Japanese War. I spent today gluing my fingers together and basing the ships. Yesterday we played a short skirmish with the Russo Jap ships using a simplish rule set. It is grey at sea The game is pretty simple, ships are split in to squadrons, plays roll for initiative then take it in turns to move each squadron and fire with each squadron and there's a phase for damage control and spotting (no ships start on the table instead you move dummy paper counters around until you are spotted). Combat is bucket o dice with a mixture of better dice and modifiers for the bigger guns. It makes sense, does a reasonable job of simulation and plays quick. The game adds colour with some interesting critical hit tables and a wide range of wea...

COIN DOWN

A run down of the COIN games I have played COIN (COunter INsurgency) is a series of games that GMT started publishing back in 2012 with Volko Runke's Andean Abyss. The first four games all focused on modern insurgency wars but in the past year the series has branched out into Republican Rome and the American Revolution. I've played a fair bit of COIN at this stage and thought a run down of my experiences with the series so far might be informative. First off, what of the series as a whole? Which one is should you buy? How hard are they to play? And other profound questions... The two foreign factions make good use of their domestic allies. The main strength of the series is their ability to naturally bring out the murky alliances and the shifting nature of factional relationships in these conflicts. Each game has four factions, usually one represents the government, one or two armed insurgents, one criminal syndicate or trade based faction, and sometimes one o...

Wilderness War is probably the best CDG (review)

One attribute of a good war game is that it opens up rather than narrows down the more you play it. Each time you play you see there is more strategic depth than you thought there was. When I first started playing Wilderness War, a card driven wargame design (CDG) on the French Indian War by Volko Runke, I thought it was simply a case of the British building a large kill stack and marching it up the Hudson and the French trying to get enough victory points (vps) from raiding to win before the inevitable. The outcome would likely be decided by card play and who got the reinforcement cards when they needed them. The game is afoot.  Four games later I have realised that this is not the case. Yes the British will sometimes win by marching a big army up the Hudson and sieging out Montreal, but a lot of the time things will play out quite differently. Maybe the French strike first, perhaps the British realise that going up the Hudson is going to be a slog try another route...

1776 The American Revolution review

The American Revolution (rebellion!) isn't really covered by the curriculum over here in o'l blighty, in fact I've never seen a documentary on it, nor a book on the shelf of a local library. In some respects this isn't unusual as you don't hear a lot about things that aren't Waterloo, World War 1&2, Henry the 8th's wives or the Romans in the UK. But it is  a significant piece of world history and a major blind spot for me, so when I saw a copy of 1776 going cheap on the geek I picked it up. Sometimes the notion gets kicked around that modern games are great, and old games are rather bad and best left to the collectors shelves. 1776 tells me that War game design was as good in back in 1974 as it is today. The pitch is roughly thus; The rebel scum need to be put down, every few turns for the first year you will get a fresh skill stack of troops landing along the coast. You must engage the enemy where you find him and spread out your forces to occupy ...

Eastfront vs Blocks in the East

This is sort of similar to Shark vs Tornado or Batman vs Superman but with board wargames... Having played both Blocks in the East (BITE) and Eastfront, i thought I'd give a very brief comparison: > I love Eastfront, I did not like BITE. > Eastfront is design for effect game. It limits its rule complexity and trims down the number of components by rolling air power and supply all into HQ strength steps and brings out the severity of the conflict through its weather rules and map design. > BITE on the other hand goes the other way and has a more is more philosophy with more smaller hexes, probably three times the number of blocks and both air power and supply represented explicitly > The base rules for Eastfront are marginally more complex however in practice its much easier to play than BITE. BITES core rules could be mistaken for an Axis and Allies evolution but it layers on a tonne of chrome and lots of resource management with the advanced rules. The final...

Eastfront AAR: "From the Desk of the Man of Steel"

It’s EastFront a 1991 Craig Besinque block game about the war on the EastFront and this is the winter of 1941. My friend Pete of https://spprojectblog.wordpress.com/ played the role of Uncle Joe, and my friend James of https://twitter.com/ConsimsSheffied   turned into Hitler. I played STAVKA and OKH interpreting their orders and soloing the game. Every few turns I sent both a photo and awaited strategic direction. Turn 1 From Der Fuhrer “ Guten morgen from the Fuhrer's headquarter. The Fuhrer is satisfied to hear that the invasion is going to plan and congratulates you on your progress so far. Your objectives are simple: Moswcow and Leningrad must fall. You will divert a portion of your forces to push towards Tula from the south to draw the Soviets away from the main thrust of the attack, which will come from the north. Do not waste the Fuhrer's best units on this diversionary attack - once the Fuhrer's armour is seen on the streets of Moscow the U...