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Sunday, July 19, 2015

New Titles

Well, new to me. One of the local gamers was cleaning out his shelves, so I picked up some Avalon Hill titles:

  • D Day (1977 edition)
  • Afrika Korps
  • Stalingrad
  • France 1940
  • Waterloo
  • Napoleon at Bay (the 1814 campaign)
I also recently got the Lost Legion expansion for Mage Knight.


Monday, July 13, 2015

Maloyaroslavets

Josh and I played the Maloyaroslavets scenario from the Russian expansion for Command and Colors: Napoleonics. Many of the scenarios in this expansion are more "historical" than "balanced", but this one seemed pretty balanced, according to the ratings at ccnapoleonics.net. 
The French have sixteen units and five leaders; they set up occupying the village of Maloyaroslavets, with their backs to the impassible Luzha River--in fact, the two Heavy Cavalry units start behind the river and have to cross a bridge to join the battle. The Russians have nineteen units and four leaders.Victory conditions are ten flags; possession of three of the five village hexes counts as two flags. Josh took the Russians, I took the French.
This was one of those cases where my maneuver cards had a totally different plan than I did. 
The French right only has three units, and a defensible line; I wanted to move my infantry up the hill, ease my cavalry forward to support, and then leave that flank alone. I did get my troops up on a hill and managed to wipe out a Russian unit that trespassed too far. As the game progressed, though, I ended up with a hand that was purely "probe right, attack right, assault right", while I was desperate to shore up my center.
On the left, I advanced when I had cards. The cossacks occupied the woods on my far left; we drove them out with the bayonet, but didn't get any farther. The Russians occupied the woods and hills beyond the church, and I never got the cards to do anything about it.
In the center, I advanced a line unit forward to occupy the farthest town hex. In retrospect, that may not have been the best move, since Josh played "Every Russian From Here To St Petersburg Shoots At You", to the undoing of my infantry. That advance did vacate a town hex for my artillery to advance into, but the Russians had two batteries in position, and cards to fire them, and quickly reduced my battery to one gun and forced it to retreat. I brought up the Old Guard and a heavy cavalry unit and charged, whereupon Josh played BOTH First Strike cards and disrupted my attack; he followed with a Leadership card which wiped out three units and a leader from my center. The heavy cav on his left drove in and crushed my light cav for the last flag. Final score, ten to four, or 11:4 if you count the fact that the Russians had occupied the Church and I couldn't push them out.
I had just drawn my very first "attack center" card of the entire game. I'd had cards which me do things in the center--Grand Maneuver, Fire and Hold, Cavalry Charge--but never more than one at a time and never a specific "center" card.
Despite the way this ended in a debacle for the French, I think the scenario is probably pretty balanced. Josh is a bit better general in this game than I am, and the cards conspired against me and that did me in. 
One annoying thing about the scenarios is that units are set up out of the way. The heavy cavalry, for instance, often starts as they did here, in the rear behind obstacles; you have to use several cards just to get them to the battlefield, much less into action. This scenario started with the Russian guns in good positions but only one of the three French batteries in line, Perhaps other people spend more time slowly developing their position and bringing pieces foward? As for us, we usually have a fight going on and something more pressing to do with our cards,





 

Monday, July 6, 2015

Waterloo

In honor of the bicentennial of the battle, Joshua and I played Waterloo, from Victory Point Games. It's a classic style wargame, with a low unit count and just a few pages of rules, and covers the crucial days of the campaign rather than just the last battle. 

Josh's French broke the English at Quatre Bras and forced the Prussians out of Ligny. One British corps held the road to Waterloo but the French steamroller kept pressing it back. Meanwhile, Josh kept the Prussians from linking up with the British, and eventually the Imperial Guard took Wavre. Blucher was essentially out of the fight. The English situation was grim--but then Uxbridge's heavy cavalry entered. They charged the French artillery, countercharged the French horse, attacking left and right, and drove halfway to Ligny before finally being overwhelmed by the French tide.

The British managed to rally a few reinforcements, but by then the French had taken Hougoumont and La Haye. The British morale collapsed and the Corsican rode triumphantly into Waterloo.

Saturday, June 20, 2015

Ironclads

Ryan, Dan K, Bob S and I got in two Ironclads scenarios.

First was Wassaw Sound, Georgia, 1863. CSS Atlanta and Savannah, casemate ironclads, are trying to fight their way past Union monitors Nahant and Weehawken. Atlanta hugged the left bank of the river and sound, while my Savannah started out on the right. We quickly realized that the casemate's guns have limited fields of fire, and have to fire on "nearest ship"; furthermore, the Confederate crews are inexperienced and the Union monitors are small targets. In short, our guns missed a lot. Dan solved that problem by getting in close; I solved it by rigging my spar torpedo and charging full speed ahead, which didn't cause any damage to the Union ships but did motivate them to get out of the way. I passed them and had an opening to run for open water, which was part of our victory conditions. I should have done that...except...just as I was considering it, Atlanta managed to ram Nahant. That damaged the Union ship and more importantly brought her to a dead stop. As Nahant backed away from the collision, I swooped in for a stern rake at point blank range, then turned and rammed her stern.
Nahant had already lost 8 of her 11 floatation points before this; the spar torpedo and ram did another 17. That rather thoroughly achieved the "cripple one Union vessel" part of our victory conditions; however, on our side, Atlanta was crippled and nearly dead in the water, so we couldn't manage the "get both ironclads upriver or out to sea" part of things. Consequently, it's marked as a tie; however, from my point of view, though, "successful spar torpedo ram" is made of Win.

Second scenario was a night battle in a river, the Battle of Plymouth (NC) in 1864. The ironclad CSS Albemarle came downriver, intending to get into position to bombard Plymouth. USS Southfield and Miami, wooden sidewheel gunboats, moved to intercept. Ryan acted as gamemaster, and ruled that the limit of vision was three hexes. Beyond that, you might see gun flashes but you wouldn't be sure exactly where your target was--or who! We each gave him our plots and went into another room, and then he would call us in, one at a time, to show us what limited amount we could see. And for damage resolution, we knew when we scored a critical on the enemy, but we weren't told what the effects were.
Dan and I drew the Union gunboats, and Dan's Miami moved upriver quickly while my Southfield struggled against the current. Albemarle hove into sight and I could see a fire blazing behind her, which had to be Miami. I managed to dent Albemarle's pilothouse, while his return fire jammed my rudder and knocked out my engine. As I started drifting away, Miami limped back into view and engaged. Unbeknownst to us, Albemarle had also taken an engine hit, and couldn't maneuver well enough to isolate and finish either of us. At the end, I was nearly dead in the water, Miami was battered and burning, and we'd chewed through all Albemarle's Hull points. Usually an ironclad sinks because she loses Flotation points; Bob said this was the first time he could recall having an ironclad lose its entire Hull. Ryan was the only one who saw all the maneuvers; he said that we all played less boldly that we would have if we could see farther. I think all three players felt like they were losing, and the end was not so much a rousing "glorious victory!" as a bemused "well, look at that, he died first; I wasn't expecting that." A very interesting game and kudos to Ryan for running it.

Saturday, May 23, 2015

Close Action: l’Étenduère’s Opportunity

This was a scenario set in 1747, between a French convoy escort, commanded by the Marquis de l’Étenduère, and British attackers under Rear Admiral Edward Hawke. The British have nine ships, mostly 50s and 60s and one 70, with mostly B and C crews and the weather gauge; the French have seven ships, ranging from 64s to an 80, with C and D crews. There is limited searoom to the sides of the map, on the grounds that the Brits are trying to get past the French without going so far around that they can't attack the convoy. Josh was admiral for the Brits, Chris Williams commanded the French.
The British ships were individually weaker than the French ships, so the plan was to concentrate our rear three on their rear two (a D 64 and D 68), and refuse our van. That plan lasted about one turn before the British captains threw it to the winds and followed their own fancies. Our rear three engaged their rear three, rather than two, which meant we gave the French the opportunity to add a C quality 74 into the mix; further, our ships got in each other's way, and didn't close aggressively. In the van, I swept down as a threat to cross their leader's bow, staying carefully out of the enemy gunnery arcs. Unfortunately, the rest of our van followed me, although the plan had been to turn away from the enemy and refuse action. Here, too, the Brits were clumsy, blocking each other's shots.
Seeing that we were committed, I cut through the enemy's line in hopes of causing some collisions that might give us an advantage; however, the French deftly avoided me and I was isolated. Worse, they got off a critical hit that did waterline damage, and sending men to the pumps cost me another crew section. After that, my gunnery was essentially ineffective. Perhaps I should have continued parallel to the enemy, instead of cutting through--but that would have pitted my 60 against a French 74, which meant having a 21 gunnery factor + 27 hull +16 crew against 27 gunnery + 36 hull + 25 crew.
In contrast with the British, the French stuck together reasonably well. Their rear three ships handled our three, and the rest joined the action at the van. I think the French admiral felt he made some mistakes, but I didn't notice anything glaring.
The end result was that the British lost 23 sections (11 R, 5 H, 7 C) vs. 9 French (4 R, 3 H, 2 C); the British failed 5 morale checks vs. 2 for the French. Part of it can be ascribed to poor Brit tactics, but not all. The French started with a stronger force, at 532 vs 473; further, the British ships are individually more fragile, and easier to diable. Post game suggestions included adding a couple of British ships and spreading the French out more, so the Brits have a chance to attack before the French can tighten their line; lowering the French crew quality; and doing away with the hard map edges which limit maneuver opportunity.



Wednesday, April 29, 2015

Two Tier Campaign

I've been reading Last Guardian of Everness lately, in which some of the characters take action not only in the real world, but also in the Dreaming. It occurred to me that having a two-tier campaign would be one way to give players some variety while maintaining campaign continuity. So, to give a D&D 4e example,  in the real world, you're playing low level characters, perhaps L3 to get started; in the Dreaming, you're significantly higher, perhaps L15, and possibly a different class and perhaps even a different race. In the real world, you're a L4 halfling rogue; in the Dreaming, you're a L16 warforged juggernaut, or eladrin warlord, or pixie sorcerer. And perhaps your Dream character changes from time to time, if you want--sorcerer for a few weeks, then paladin, but it's still you inside. You can get some variety, and there's no continuity problem of "We were in this dungeon, and Fred the Fabulous decided to walk off, and then around the next corner, behold, Phred the Pious  appears and we immediately trust him implicitly."

Sunday, April 5, 2015

Mage Knight

Josh and Gwen came for wedding planning, but we squeezed in two games of Mage Knight. In the first game, he pretty much went his way and I went mine, although we teamed up for a city assault or two. In the second game, I was rather poor in mana crystals, so after a while he went ahead of me and cleared out dragons and such so I could get to each city with enough resources to participate in the assaults. That meant he did get more Fame than I did, but by the end of the game I also hit the top of the Fame chart, so it's not like his getting the extra Fame cost me anything.
To play efficiently, you definitely need a feel for what balance of resources you will require and how you're going to get them. Since "resources" includes movement ability, combat ability, healing ability, mana generation, recruiting ability, units, spells, relics, and extra actions, there's a bit of a learning curve. But I can be less than totally efficient and still capture the cities and win the game--I just won't be keeping up with Josh.