Showing posts with label Force on Force. Show all posts
Showing posts with label Force on Force. Show all posts

Tuesday, October 31, 2017

New Gaming Group

Apologies for the radio silence. I'm really enjoying my job with the Park Service, but the hour and a half to two hour commute (each way) every day, along with some other big life events (like my wedding two weeks ago) have limited my blogging time. Now that things are settling down a bit, I'm hoping to get in a more of a rhythm.

Another reason to expect more listings is the fact that I've formed a new gaming group. At a get-together with some of my wife's colleagues in the area, I discovered that one of the guys played the Lord of the Rings miniatures game back when he was at school and that another was a big fan of strategy boardgames and video games. To these, we added a former co-worker of mine from the Seminary Ridge Museum in Gettysburg. Though none of these guys have played historical miniatures games, they were all very eager. At least for the present, our schedules have not allowed weekly sessions, but we've been able to meet at least semi-regularly, which has allowed me to start introducing them to some of the games in my repetoire.

Our first game, with my new mates Chris and Wes, was the Operation Mutay I scenario from the Operation Enduring Freedom book for Force on Force. I took the role of the insurgents (I find this to be an easier role for experienced players) and had the other guys play the role of the British paras.

The British Paras advance into Now Zad
From the very start, the game did not go my way. The very first TQ check resulted in a Fog of War card which reduced all my units to low supply. On top of that, I failed all of my attempts to spring ambushes the first two turns and, even when I was able to fire, I inflicted no casualties on the enemy until turn 4 (while, as usual, the insurgents were torn apart by the fire of the ISAF troops).

A lone insurgent leader stands firm against the approaching coalition forces

Taliban reinforcements come...too little, too late

Tables began to turn as the Paras neared their final objective. One plucky insurgent leader held off three enemy fireteams in front of the target compound, which bought time for more reinforcements to be rushed to the scene from other hotspots on the battlefield. These new units slowed down the British advance to a near standstill as the game drew closer to its turn limit, and even scored some hits on the enemy, but some exceptional rolling on first aid checks saved the day for my coalition adversaries. By games end, nearly all the Taliban units had been destroyed and the British had only suffered three light wounded (one from mine explosion caused by a fog of war card) and one serious wound and managed to get their entire platoon to the target compound...a resounding victory for the Paras!

The British platoon takes time to reorganize after a hard-fought victory
The next week only Chris could attend, and so I took our small numbers to introduce him to another favorite from my days with the Williamsburg Legati: SAGA. Chris took my Scots, while I played the Anglo-Danes.


Some of Anglo-Danes prepare for battle
I've only played once in the last few years, and I must admit my memory of the game was not as strong as I had hoped. I insisted on using some house rules (involving turn iniative/order and when dice were rolled) from my old club that I apparently misremembered. As a result, we only had a few melees, but all were bloody. Turn 2 saw each side kill three opposing hearthguard, and in turns 3 and 4, we each lost seven warriors. Finally, in turn 5, some Scots hearthguard ganged up on my warlord and killed him, ending the game. Chris picked up the rules and his faction's battleboard quickly and said he really enjoyed the game. We're definitely both looking forward to playing again and the interest in the game has since caused me to start purchasing some other factions. My Footsore Saracens are currently in the post!

Unknowingly, the Anglo-Danes charge into defeat
Since my wedding in mid-October, we've been able to meet once more and tried out a new game. In an effort to help the bookstore where I work part-time and the publisher's we carry, I've agreed to help showcase the soon-to-be-released Wargame the American Civil War and American Revolution books from Helion & Company at the upcoming Fall In! convention. These are the newest in a series of fantastic paper wargaming figures illustrated by Peter Dennis. The books also include basic rules by Andy Callan. To run the demos at the show, Peter was kind enough to mail me his personal set of ACW "paperboys" across the pond. To get some familiarity with the rules, I decided to run a game for Chris.

Some of the initial dispositions

Confederate troops defend a stonewall atop a hill

The rules include a sample scenario for the beginner's rules and three for the regular game, each of which is loosely based on an historical encounter. I set up "1861: Fight for the Hill." The rules were easy, but not overly simplistic and we had a fun game, even though the dice gods were clearly on Chris's side. Rolls of 6s on D6s were automatic hits and Chris's first volley of two dice from his Union infantry resulted in 2 "6"s. The very next turn, we were caught up in a melee in some woods, during which Chris rolled 10 dice and got 4 "6"s and two "5"s, which were also hits. For the first few turns, most of my units refused to move and/or inflicted very little damage to the oncoming Yankees. By turns 3 and 4, Chris's luck began to run out as his advancing infantry stalled and failed to charge up the hill. I was able to drive the Union troops from my right flank, by my own left began to crumble. Turn 5 saw the arrival of reinforcements to the field, with a Union brigade joining the fray, but I had five new units that would be coming on shortly. The battle hung in the balance by the start of Turn 6, but it was getting late, so we called it a draw.

The beginning of a rather brutal fight for the woods

Confederate artillery begins to take its toll on the Federal advance

The US juggernaut begins to waver under withering CS fire

These are admittedly shorter AARs than I'd like to put up here, but these games have just been little teasers for our new group. We'll hopefully start getting some more thorough games going soon (and hopefully our long-awaited debut of Chain of Command).

If you happen to be at Fall-In this weekend, be sure to say "Hey!" at the For the Historian/Casemate booth!

Tuesday, January 10, 2017

New Year's Gaming

As I've mentioned previously, I currently work part-time at military history bookstore in downtown Gettysburg, PA. My boss's son is visiting while on a break from school, and since he's an aspiring wargamer, I offered to host a game for them. One of his favorites is Force on Force, so I decided to blow the dust of my modern Brits and Taliban fighters for the occasion.

I chose to run Scenario 16 from the Enduring Freedom book, "The Battle of Danaweh II." Modeled after a pitched battle between Marines and Taliban forces in 2009, this engagement presents the ISAF player(s) with three objectives to complete. First, they must come to the aid of a wounded comrade who has been caught in the open by enemy fire. Second, they must evacuate said injured marine back to a designated HLZ to be evacuated from the battlefield. Finally, their EOD team must safely dismantle an IED on the opposite corner of the table. All tall order indeed, especially since the Taliban forces in this scenario are rated as regulars and have all kinds of nasty support weapons they can bring to bear. Though the scenario is based off a USMC action, I don't have enough American figures to field the complete force, so my Brits had to stand in for their Yank comrades!

The ISAF forces cautiously advance to the aid of a wounded leatherneck
The ISAF forces (played by my boss, "Big" Larry, and his son, "Little" Larry) began with some rather cautious movements, but took care of the first few Taliban ambushes without incident. Big Larry's squad got to the wounded marine quickly and began working their way back toward the HLZ, dispatching 2 large Taliban groups and a PKM team in short order. During this strategic withdrawal, a series of unfortunate die rolls meant that several of my Taliban groups failed to spring their ambushes on the unsuspecting ISAF troops, whose own miserable rolls on spot checks meant that the lurking insurgents went unnoticed. Once their whereabouts were successfully pinpointed, not even a sudden windstorm (brought about by fog of war card), which eliminated the Americans' advantage in optimum range firing, could save the Taliban forces from the withering fire laid down by the marine squad and its support weapons.

A horde of Taliban fighters in an alleyway overlooking the IED.

Meanwhile, Little Larry's men advanced with no opposition until they got just within sight of the IED, when a massive Taliban group ambushed the fire team and machine gun team escorting the EOD men. A number of casualties were taken, but the bomb disposable tech was able to reach the the IED unscathed. Little Larry rolled the TQ check to defuse the device, but failed, causing it to explode. Remarkably, neither the disposal tech nor anyone in his team were harmed by the blast. With their objective taken care of and more Taliban reinforcements rushing to the group in that intersection, Little Larry made the wise choice to begin pulling his squad back and consolidating with the rest of the platoon at the HLZ.

This decision brought an end to Turn 3, and we actually decided to call the game early. We had started later in the evening than we had planned, so it was getting close to midnight. Also, near the end of the turn, a fog of war card was drawn that gave the ISAF forces a UAV which would fly over the battlefield and help reveal hidden insurgent units. Seeing as ambushes from the two or three groups I still had hidden were my only hope in inflicting more casualties (it was pretty clear at this point that Big Larry was going to successfully get the wounded marine to the LZ), this really ended any chance I had at a significant victory. Overall - indecisive, but advantage Coalition forces.

Less than 48 hours, I hosted a second game for my father. My friends at Dishdash Games and Phalanx Consortium (their US distributors) are premiering their new platoon plus-level modern ruleset at Cold Wars in March and I've agreed to run two demonstration games at the show. I was given a draft of the rules a few weeks back and since my dad's factory was on shutdown this week, he offered to come down and be the opposition for my playtest.

The draft didn't have much guidance in terms of force composition or scenario design, but I figured I'd try some different things in the playtest and see what worked the best for the convention. I must confess that I've never considered myself very good at scenario or map design, but I was pretty pleased with what I threw out on the table:


After giving my father a brief overview of the key mechanics of the rules, we jumped right in. Unfortunately, the draft rules I had were very much a rough draft and though we were able to push our way through a full game turn, some confusing sections and missing parts of the rules made it a frustrating playtest, but that is what playtesting is all about. In the aftermath of this run some conversations with the game designer have already led to a number of clarifications and additions. I look forward to the next test!

The next evening, the Larries came over once again for another Force on Force game. This time, I ran one of my go-to scenarios from the Enduring Freedom book, Scenario 10 - "Sangin Ambush." I've run this game with friends, clubs, and at shows, and have seen completely different results each time, so I was anxious to see how it turned out.

The dramatic opening to the scenario
The scenario begins with an RPG strike to a British vehicle column, resulting in the brewing up of a Bv10 Viking. The British players are then tasked with rescuing the crew and passengers in the burning vehicle (and either putting them safely in another vehicle or to a casualty clearing point), "winning the firefight," and extricating their over-strength platoon from the ambush.

Unfortunately for the Brits, the situation immediately went from bad to worse as before their first vehicle could move, a Taliban DShK team opened up on the landrover, reducing its movement by half for the remainder of the game and incapacitating the entire crew. Though returning fire sent the insurgent fleeing from their machine gun, they had certainly earned their pay for the day. With two vehicles in need of first aid checks, the British began dividing their forces to deal with the two crises. A number of Taliban ambushes were sprung, resulting in more first aid checks, but these new threats were quickly dealt with, largely due to effective fire from the Vikings' .30 cals.

A well-aimed burst from a Taliban DShK team wreaks havoc on a Land Rover WMIK
The next turn saw nearly all the British casualties come out of their first aid check OK or with light wounds (only the driver of the destroyed Viking was killed). The next turn proceeded much the same as the first. A round of fire from some Taliban RPGs incapacitated all but the driver in the other Land Rover, forcing one of Vikings to drive up to their aid. By this time, the fireteams in the unharmed Vikings had disembarked and were beginning to clean up the Taliban resistance. A number of insurgent leaders and support weapons were neutralized, though a fog of war card gave one of the insurgent groups a cover boost and made them a little harder to move.

The British infantry rallies around two of the Vikings

Near the end of Turn 2, a British fire team arrived at the rear cab of the damaged Viking, setting up a very import first aid check at the start of the new turn. Miraculously, all six of the cabin's passengers well were pulled out with either no or light wounds. More firefighters followed and the ISAF forces seriously whittled down the insurgent resistance. By this point, all but one of the hidden Taliban groups had been located and all but one of those had lost their leaders. Things were not looking well for my irregulars. By the time we reached the end of the Turn 3, it was getting clear that the Taliban forces would not hold much longer, even if my remaining reinforcement roles were exceptional. A brief look at the scenario's victory conditions, however, showed that though the British had rescued the men from the destroyed Viking and would probably evacuate the force from the table by the end of Turn 8, they had suffered enough killed and seriously wounded that a successful result for the ISAF forces was mathematically impossible. A Pyrrhic victory for my Taliban fighters!

After going quite some time without a miniatures game, three games in a week was nice treat, though I am looking forward to having more gaming options beyond my modern and SAGA stuff. Only two more months until I pick up my painted WWII minis at Cold Wars!

Thursday, October 13, 2016

By Way of Introduction

Welcome! I've been meaning to start a hobby and history blog for some time now and after a friend asked if I've been doing any writing since leaving graduate school, I figured now was as good a time as any.

But first, a little about me....

I was born and raised on the East Coast of the United States, where I developed a love of history and wargaming. My very first miniatures game was Alternative Armies' fantasy Napoleonic skirmish game, Flintloque (which combined my love of the Sharpe series and Lord of the Rings). Over the next few years, I picked up a variety of rulesets and figures, but never enough to actually get a new game going. It was also around this time that I started getting into historical reenacting. Though the period between the Seven Years War and the American Civil War was always my favorite era in history, I decided to dive into something different and began portraying a Canadian infantryman in World War II.


Me (on the right) with some comrades at the D-Day Ohio reenactment (2014)
That all changed when I went off university and eventually found myself as part of a regular gaming group, The Williamsburg Legati. Before I knew it, I had a large collection of 20mm modern British and Afghan figures for use with Force on Force and Skirmish Sangin, Anglo-Danes and dark age Scots for SAGA, and some Native Americans and Wayne's Legion figures for a brief foray into Muskets & Tomahawks. Having weekly meetings with a great group of gamers definitely spoiled me and I owe a lot to those guys for really getting me into the hobby.

A shot from a Force on Force game we played in Williamsburg back in 2012
All that changed when I headed out to California for a MA/PhD program in 2013. Time and money were both in short supply, and even when I did find gaming buddies they usually lived just far enough away to prevent regular meet-ups. As a result, my hobby went  temporarily by the wayside. Then came my fiancee's relocation for work to my home state of Pennsylvania, which, combined with a number of other factors, convinced me to leave grad school after earning my master's degree and join her back east. So in July we packed up a moving truck and her car with all of our stuff and our 85-pound dog and moved to the historic town of Hanover, PA (just a little east of another small, historic town called Gettysburg).

Me (center of the rear rank) at a Napoleonic Wars reenactment last month

So now I find myself back within an easy drive of some of the country's largest historical wargaming conventions, in the epicenter of reenacting in this country, and with the opportunity to take tons of day trips to historical sites and museums. Oh, and until I can get settled in a full-time job, I'm working at a friend's bookstore which specializes in military history and wargaming. Needless to say, it's a pretty good place to be.

To top it all off, my fiancee, Becca, has been gracious enough to designate the family room of her townhouse as my "man cave/game room." Here it is in all its glory (well, most of it at least; I've since gotten a set of larger tables):



The Zulu shield is a souvenir from my semester abroad in South Africa


This blog has several purposes. For one thing, it will serve as a much needed creative outlet from the monotony of working two retail jobs. It will also allow me to share stories and photos from reenactments and my historically-themed excursions (my California-raised fiancee has not seen much of the East Coast). Most importantly, it will allow me to chronicle my progress on future gaming projects and share after action reports of those games once my plans are realized.

Currently, I'm acquiring miniatures and scenery pieces to run the Scottish Corridor (Operation Epsom) pint-sized campaign for Too Fat Lardies' Chain of Command rules and just picked up a copy of The Men Who Would Be Kings colonial rules published by Osprey, for which I am debating running campaigns for the Transvaal War (1st Anglo-Boer War), Northern War (1st Maori War), or the hypothetical "Pig War Goes Hot", but more on that later.

I'm excited about this new endeavor and look forward to the discussions the posts will facilitate.

Becca and I are planning a trip to Antietam National Battlefield and some boardgaming this weekend, so I'll be sure to have another update soon.

'Til Next Time,

Andrew