Posts Tagged ‘wargame’

A Victory Denied

Thursday, October 1st, 2009

The night before and afternoon of PitCon ‘09, #4 and I gave A Victory Denied a playing.  AVL follows up on A Victory Loss, using much the same system with some streamlining.  This takes us back earlier in the war where the Russian army is in a last ditch effort to keep the Wehrmacht from blowing through and taking Moscow.  I took the Germans and he took the Russians.

AVD uses the same chit pull headquarter(HQ) activation system as AVL.  There’s some additional chits in there though.  An air chit that replenishes a Luftwaffe attack for the German player and also enables a one game use German bomber attack.  An artillery chit which allows the Russian player to make a variable number of artillery attacks and also enables a one game use Russian rocket attack.  A supply chit for when supply is checked.  And a reinforcement chit that triggers the the first and sixth turn German reinforcements, first turn Timoshenko reinforcement group for the Russians, special Russian reinforcement buys, and German releases of Minsk Pocket infantry reserves.  As normal, there’s your normal crop of HQ’s that get placed in the draw cup.

A couple things are different for normal HQ activation.  The drawn active HQ also activates any HQ’s in range.  The German 9th army HQ pull allows any infantry HQ to be activated.  Panzer groups don’t have HQ’s on the map.  When their group is pulled, you pick one unit from each corp under the group, and can keep chaining to additional units from the same corp within 3 spaces of each other.  The Guiderian chit can be picked by the German and placed off to the side.  It can put any chit pull and immediately activate the 2nd Panzer Group.

The victory point cities are all randomly given VP point chits that neither player sees.  So you won’t know where you truly stand until the end of the game.  At the end of turn 6, the German player rolls a die to see if he must take Moscow by the end of turn 10, or panzer units are drawn away and the game ends after turn 8.

As par for the course, we got a few things wrong.

  • The Germans start with a cavalry unit next to the 2nd Panzer Group.  We weren’t sure about it, so just said it was part of the nearest Panzer Corp and moved it when they did.  This had pretty much no effect on our game.  From checking out the Geek, an infantry HQ needs to get within command range to activate it.
  • We were under the impression that if the Russian strung a series of HQ’s across the board within command range of each other, they could all activate when any of them activated.  While this super-massive activation never happened, I did purposefully overrun some HQ’s to make sure it didn’t.  I’m not sure if we had any extra activations that weren’t supposed to happen or not.  This probably didn’t have much impact on us other than maybe diverting some of my panzers to overrun HQ’s.
  • Retreating panzers that can retreat through a hex with friendly unit can ignore zone of control losses.  Overlooked this and it had some impact.
  • Probably the biggest thing we messed up was for some reason I was under the impression that when a German 9th Army chit was drawn, all German infantry HQ’s were activated.  In reality, you are supposed to pick one and then it can activate additional HQ’s just like the Russian activations.  You would think this would have had a huge impact on our game and enabled an easy march to victory for the Germans.  You would be wrong.

Let me just clear up the outcome and then give my excuses.  :)

#4 and the Russians won by a 41-21 margin, an embarrassing huge defeat for my Germans.  We had the Hitler distracted roll and the game ended after 8 turns.

Things could have been a lot closer if I would’ve been a little more careful with some of my panzers, or remembered the retreating through hexes containing friendly units in enemy ZOC.  I lost 16 points from lost Panzers.  Remembering that rule might have saved me a couple, but I need to be a little more careful and not go for a complete encirclement.  Artillery causes bad things when I do that.

Late in the game, I left one of my captured cities totally undefended and it was taken back by a penetrating Russian.

The final excuse I have is my die rolling.  Messing up the 9th Army activations should’ve given me a tremendous advantage, but I look at it as play balancing out my horrific die rolling.  If we would have played that right, the Russians probably would’ve thrown me off the map.

To start the game, the 2nd Panzer Group gets to make free attacks.  My first two rolls were 1.  Things didn’t get much better from there and my free attacks did very little.  So little in fact, that I used my once per game bomber attack at my first opportunity and rolled, yep, 1.  I swear, I probably rolled 1 or 2 over 50% of the time.  #4 would have to attest to that.  It was the worst spat of die rolling I’ve ever had in my life.  If I would’ve been playing Advanced Squad Leader, I could’ve won any scenario with a single assault engineer, even PTO.  (In ASL, low rolling is good.)  If I needed to roll anything to cause a desired affect, I’d roll a 5 or 6.  If I needed anything but a 1 to cause an affect, I’d roll a 1.

It was horrible and I hope I never experience such a lopsided bit of rolling again.

Given all that, I still really enjoyed the game.  I find things to move a lot quicker than in AVL.  The additional chits introduce some additional variability with not knowing when the supply phase or reinforcement phase will be triggered.  It plays faster than AVL.  It probably took us around 8 hours total, but that involved getting familiar with the rules, a lot of chit chat, and getting distracted.  Now that we’re pretty familiar with things, I think we could get it done in half that time or less if we stayed focused.

Probably the only thing I don’t like is the Russian artillery attacks.  These can be made by any unit against an enemy unit in an adjacent hex, or two hexes away if the unit is on a hill.  I think if the unit is out of supply they shouldn’t be able to act as the spotter.  I had units completely surrounded and still had artillery ruin my day.

#4 and I are planning to start another game of it Friday night.  I’m definitely going to have to rethink my strategy, but I’m looking forward to giving it another go.

On this day…

  • 2008: The Cheetos Economy — Looks like it might be time to start hoarding the Cheetos and saltines.  I might need need them to purchase [...]
  • 2007: I love Kirk! — I worked for 9 years in a place that had a constant rotation of stupid inspirational posters. Who really [...]
  • 2005: Sci-fi shows — Finally got around to watching the season finale of Battlestar Galactica. All I can say is WOW!!!! I [...]

All my half-squads

Thursday, July 9th, 2009

If you have any familiarity or interest in Advanced Squad Leader, interest in wargames, or heck, any sort of interest in historical conflicts, below are a couple links to a really good after action report writeup of an ASL game.  Its very well done with some nice pictures and everything.

That blog and The 2 Half-Squads podcast are the only way I keep connected to ASL.  I live vicariously through them.  :)

Part 1

Part 2

On this day…

  • 2005: Season 1 Poker night 7 — Another edition of the poker tour took place last night. This was night 7 or 10 of the regular [...]

AVL – End of Turn 5

Thursday, December 27th, 2007

2nd German blunder is made as entering 1st Panzer mobile forces are diverted to try to take out some easy infantry in the south.  They should have headed to the interior.  Northern Hungarian front totally collapses and is exploited by Russian armor.  Full German front begins retreat en-masse.  Germans rush units and reinforcements to protect Kharkov from Russian advance.

In the middle of all this, we realized that Russian infantry are worth no VPs, only mechanized Russian units.  So that made the 1st Panzer Army gambit and the earlier 4th Panzer Army actions were a waste of time.  Adjusting the VPs yields: German 25 Russian 3.

FloydWing’s thoughts:  Damn VP mess-up.  I should have been more conservative anyways, but for a moment I thought I could move to gain an early victory.  Now I’m in full retreat and trying to maintain line integrity.  I’m optimistic that I’ll be able to slowly give ground.  I’m starting to think I can maybe afford to give up one victory city.

Nephew #4 thoughts:  Breakthrough achieved.  Supply line is going to be an issue.  I’m happy with the new VP thing.  :)

On this day…

  • 2008: Console Revolution! — young man, the power’s in your hand
    slam your fist on the table and make your demand
    you gotta make the right [...]
  • 2007: AVL – End of Turn 4 — The Hungarians were nearly vaporized in the north.  Very few units remain to guard the northern rail lines.  The middle [...]
  • 2007: AVL – End of Turn 3 — Nothing much happened.
    FloydWing says:  I made a blunder by trying to counterattack against some mobile units.  A 4-1 attack actually [...]
  • 2007: AVL – End of Turn 2 — German lines starting to show cracks but holding.  Lines starting to be stretched.  Italians nearly demolished.  Infantry casualties on both [...]
  • 2007: AVL – End of Turn 1 — Italian line collapses after some initial strong defending.  Germans scrambling to fill that hole.  Othewise, lines seem to be holding [...]

AVL – End of Turn 4

Thursday, December 27th, 2007

The Hungarians were nearly vaporized in the north.  Very few units remain to guard the northern rail lines.  The middle section was somewhat stagnant though the Russians retook the one hex that they were pushed out of last turn.  In the south, the Germans finished off the 28 Army and pushed two tank divisions back across the Don.  But it was a short lived respite as the Russians have started breaching the lines by the southern Don, nearly enveloping 3 full Panzer divisions, but at the cost of some out of supply troops.

VP’s – Germans 28 Russians 1

FloydWings thoughts:  Turn kind of sucked since all five of my command chits were out when only one of the Russians.  Wasn’t much for me to do and then not being able to tidy up my lines at the ends, means the turn 5 command chit pulls are going to be very important.  The 1st Panzer Army will enter on turn 5 and the 4th Panzer Army needs to get in full gear after finishing off the 28A.

Nephew #4 thoughts:  The stalemate in the center and to the south is becoming somewhat of an annoyance.  Finally got across the river so hopefully I can spearhead across there and confront the new army coming on the board.  I’m happy with the complete domination of the Hungarian hoard that they call and army.  Hopefully that opens up some options and open up a drive towards Karkhov.

On this day…

  • 2008: Console Revolution! — young man, the power’s in your hand
    slam your fist on the table and make your demand
    you gotta make the right [...]
  • 2007: AVL – End of Turn 5 — 2nd German blunder is made as entering 1st Panzer mobile forces are diverted to try to take out some easy [...]
  • 2007: AVL – End of Turn 3 — Nothing much happened.
    FloydWing says:  I made a blunder by trying to counterattack against some mobile units.  A 4-1 attack actually [...]
  • 2007: AVL – End of Turn 2 — German lines starting to show cracks but holding.  Lines starting to be stretched.  Italians nearly demolished.  Infantry casualties on both [...]
  • 2007: AVL – End of Turn 1 — Italian line collapses after some initial strong defending.  Germans scrambling to fill that hole.  Othewise, lines seem to be holding [...]

AVL – End of Turn 3

Thursday, December 27th, 2007

Nothing much happened.

FloydWing says:  I made a blunder by trying to counterattack against some mobile units.  A 4-1 attack actually kind of sucks in that it’s hard to do any damage.  I’m beginning to see that this game is mainly about forcing retreats, and I don’t have the people to get in their baffles for ZOC retreat loss.

Nephew #4 says:  Still trying to get that elusive breakthrough.  That is all.  Reinforcements should be helpful.

On this day…

  • 2008: Console Revolution! — young man, the power’s in your hand
    slam your fist on the table and make your demand
    you gotta make the right [...]
  • 2007: AVL – End of Turn 5 — 2nd German blunder is made as entering 1st Panzer mobile forces are diverted to try to take out some easy [...]
  • 2007: AVL – End of Turn 4 — The Hungarians were nearly vaporized in the north.  Very few units remain to guard the northern rail lines.  The middle [...]
  • 2007: AVL – End of Turn 2 — German lines starting to show cracks but holding.  Lines starting to be stretched.  Italians nearly demolished.  Infantry casualties on both [...]
  • 2007: AVL – End of Turn 1 — Italian line collapses after some initial strong defending.  Germans scrambling to fill that hole.  Othewise, lines seem to be holding [...]

AVL – End of Turn 2

Thursday, December 27th, 2007

German lines starting to show cracks but holding.  Lines starting to be stretched.  Italians nearly demolished.  Infantry casualties on both sides evened out.

VP’s – German 26 Russian 1

FloydWings thoughts:  Don’t like my lines being stretched so much.  Took an opportunity to attack the 28 Army.  It’s HQ is is eliminated and I’ll finish the other two units off in turn 3 hopefully.  Kind of wondering whether to risk that or pull back.

Nephew #4 thoughts:   Initial broad front tactic has been transformed into a more spear-headed attack which is creating pockets which is somewhat pleasing.  Still unsure of the success of my attacks.  Still need to push a little harder.  It’s a long ways to Berlin.

<Berlin isn’t even on the map.  :) >

On this day…

  • 2008: Console Revolution! — young man, the power’s in your hand
    slam your fist on the table and make your demand
    you gotta make the right [...]
  • 2007: AVL – End of Turn 5 — 2nd German blunder is made as entering 1st Panzer mobile forces are diverted to try to take out some easy [...]
  • 2007: AVL – End of Turn 4 — The Hungarians were nearly vaporized in the north.  Very few units remain to guard the northern rail lines.  The middle [...]
  • 2007: AVL – End of Turn 3 — Nothing much happened.
    FloydWing says:  I made a blunder by trying to counterattack against some mobile units.  A 4-1 attack actually [...]
  • 2007: AVL – End of Turn 1 — Italian line collapses after some initial strong defending.  Germans scrambling to fill that hole.  Othewise, lines seem to be holding [...]

A Victory Lost Simulcast

Thursday, December 27th, 2007

The start time is approaching. Nephew #4 will arrive anytime now and our forces will lock into a dance of death. The battlefield is A Victory Lost. I will be leading the Germans and Nephew #4 will be the Russians. The game represents the Russian offensive Operation Saturn as they begin to drive the Germans back. Stalingrad is nearing total collapse for the Germans and the 1st Panzer Army will soon begin a full retreat from the Caucasus. It should be an interesting game. This game came out last year and there’s been a lot of good hype for it.  As the Germans, it looks like I’ll have my work cut out for me trying to contain the Russian advance.  The victory conditions comes down to who controls up to 5 victory cities (worth 5 points each) and causing casualties.  The Germans have a lot of Axis minor allies that don’t count for VP’s so they will make nice cannon fodder to slow things down.  Infantry casualties count for 1VP and armor casualties count for 3VP.  Finding those opportune times for counterattacks will be crucial.

Oh the boy is here.  Gotta go.

On this day…

  • 2008: Console Revolution! — young man, the power’s in your hand
    slam your fist on the table and make your demand
    you gotta make the right [...]
  • 2007: AVL – End of Turn 5 — 2nd German blunder is made as entering 1st Panzer mobile forces are diverted to try to take out some easy [...]
  • 2007: AVL – End of Turn 4 — The Hungarians were nearly vaporized in the north.  Very few units remain to guard the northern rail lines.  The middle [...]
  • 2007: AVL – End of Turn 3 — Nothing much happened.
    FloydWing says:  I made a blunder by trying to counterattack against some mobile units.  A 4-1 attack actually [...]
  • 2007: AVL – End of Turn 2 — German lines starting to show cracks but holding.  Lines starting to be stretched.  Italians nearly demolished.  Infantry casualties on both [...]