Saturday, March 25, 2017

Team Yankee - USA versus Czechs AAR

The Soviets have moved their frontline units in a thrust to the south. A Czech force appears to be ready to withdraw from the town they now occupy. 
The US force is moving quickly and hopes with a little nudge the Czechs will quit the town. 


We are playing a 70 point fighting withdrawal with the Czechs defending. 

The Game
The US advances around the wooded hill to engage the BMPs and T55s on the left while two Cobras watch the right. M109s bring fire on the road junction to break up the rear of the Czech forces. 



The Abrams destroy several BMPs and their comrades decide to quit the field. 


The US prepares for the second stage of the attack

T72s and Helocopters appear on the left. 


Czech Artillery, tank, and ATGM fire is taking a toll on the US but hopefully the Airforce support will arrive and thin the hoard. 


The A-10s sweep through the Czech reserves. Heavy AA fire keeps their run from doing any real damage but they both survive!


The US AA moves to engage the Czech helicopters and destroys the both a turn later after surviving a volley of fire from the Czech infantry. 
The Czech have shot down the Cobras, destroyed the AA, and knocked out my other TOW support. The US withdraws and for today the Czechs still control the McDonalds!

This was my first game of Team Yankee and I really had fun. I appreciate Ken setting up a great table and offer a fun great spirited game as always. 
He used the East German lists but his vehicles look great with Czech decals and all. I used what I owned but I learned a ton in my first game about how to better build my force and not to mention never play at 70 points! I knew this was going to be a tough day as we ramfomed a defensive mission and I ended as the attacker. I used my Cobras and A10s poorly even with Ken's coaching. I very much look forward to my next game and yes I noticed that I lacked pictures of my stuff blown up. 


Sunday, March 12, 2017

Scots-Irish Army

Saint Patricks day is nearly upon us so I thought there was no better time to debut my newest DBA, HOTT, and Rally Round the King army. 


The DBA 2.2 list includes 
3 Light Chariots
7 AX
2 Ps


The HOTT Army includes
1 Hero General
1 Magician 
3 Riders
5 Warbands


The fearless general


The mage


The base camp with a Druid performing a ceremony to ensure victory

Rally Round the King
I really love playing DBA and HOTT so for all of you that do too please take a look at Two Hour Wargames Rally Round the King (RRtK).
RRtK uses the Two Hour Wargames reaction system which allows easy and satisfying solo games. RRtK has both fantasy and historic list plus it has a solid campaign system. I have even used RRtK with my home brew AWI conversions. One of my current efforts is to create lists to use RRtK for ECW. 
The biggest challenge is the combined pike and shot units standard in that era. 

Saturday, February 11, 2017

Warfighter WW2 Germany Invades!

Warfighter: September 1939

Our Squad attached to Co A was already on the border when Feld Weiß kicked off. 

Our assigned Mission was going to take us a Long Way to the Bridge we were to Capture.



Our first obstacle was to clear a Vital Bridge for the follow on forces. We were lucky to have veteran Cpl Muller with us, as he had served victoriously in Spain. His diversionary attack gave Pvt Schultz the time needed to knock out the field gun guarding the bridge. As we began to muster across the 
bridge, the Poles launched an ill fated cavalry counter charge.


Pvt Otto Gutmann managed to rain enough firepower on the cavalry to defeat the threat. 
As we moved into a Dense Forest, we again came under heavy fire pinning the squad long enough for the Poles to call up a light tank. Pvt Otto, taking it on himself, rushed forward in a self sacrifice to defeat the tank. The enemy were quickly dispatched after that display of bravery.


Koch, seeing we were burning through our supply of ammo, ordered that we quicken our advance. Splitting the squad into a fast moving force covered by our fire team and light machine gun, we were better able to quickly clear and cross a Crop of wheat and the Marshy mess beyond. Eventually Muller led us to some High Ground where we caught our breath and redistributed ammo from our ammo cans.


We raced down the crest across a Ju87 Cratered field onto the Road leading towards our objective. The enemy was alert to the importance of this road 
and defended it fiercely


It was lucky for us that we were able to gain mortar support as an enemy armored car came racing down the road.

We shifted our advance towards a Lane leading to a Ford, from which we could launch our final assault on the objective. Only light resistance was encountered along this approach





As we fought our way through the enemy, expending our last grenades, we brought the Bridge under heavy automatic weapons fire. Again the enemy had positioned a light tank to guard the bridge.




And again we needed zeroed in mortar support to clear the enemy. Having gained our objective,  we secured it, beginning what we hoped would be a short wait for our follow on forces.



Words bolted appove indicate the Mission and Location cards played. 

We are really enjoying Warfighter WW2. The game play is smooth and we just about have the rules down completely after two plays. 
Warfighter works great with 1-3 players in my opinion. We would recommend that each player should run a main soldier to get a hand of cards. 
If you are teaching a new player they could have a great time just running Squad or NPS soldiers. Next mission we will take game pictures to include in the replay. 

For a kid that grew up on Combat! reruns and Rat Patrol, Warfighter let's you feel like Sgt Saunders or Steiner. You can play as and against several different nations. We are hopeful DVG will add the French to campaign against. 

We rate Warfighter as a game WW2 tactical gamers should definitely pick up. Please follow our blog for more replays and reviews. 


Warfighter would make a great campaign and scenario generator for use with your favorite miniatures system. I could especially see a great fit with
Two Hour Wargames NUTS! rule set. 

Next Up

We really looking forward to trying Nam 65 from Flying Pig Games and of course more great Warfighter action. 

Monday, January 2, 2017

Khe Sanh '68 Replay

I wanted to kick 2017 off with some gaming and was not able to meet the normal crew so I decided on Decision Games Khe Sanh '68 from their mini game series. If you'd like to read about the actual events Wikipedia has a good entry and you can click here to read it 
Battle of Khe Sanh


The 11x 17 map and 40 counters were very quick to setup. I shuffled the Opposition Force deck which is used to determine the NVA and VC actions each turn. I looked over the operations available to the Allied forces and was ready to go. 


Turn 1

Operation Prairie Fire - the buildup in Laos seemed ominous so an attempt was made to eliminate some of the gathering forces. The wiley foe avoided detection so the operation had no impact. 

F4's and Skyraiders were called to pound the enemy outside of the Khe Sanh areas. They were very effective and eliminated two units and drove one off. For the moment Hill 861 was safe. 


During the NVA turn the OpFor built up again and infiltrated closer to the US positions. 

Turn 2

The Airforce and Navy worked hard and had all but one of the air strikes ready for action again. The rapid build up after the successful air actions caused the US to select to build up. All available reserves were moved and prepared for deployment. Air strikes once again hit the areas around Khe Sanh destroying one NVA and causing a guerrilla unit to break off. NVA AA managed to destroy one air strike and that was painful. 

The NVA turn was ominously quiet. 

Turn 3

Operation Niagra - the US decided the quiet NVA must me wavering and an intense air campaign would end the siege. The B52s and other strike planes did the butchers work eliminating four NVA units. 


The NVA turn was very active as they advanced all across the area and launched several attacks. The Special Forces were able to destroy the Lang Vei camp and US armor roared in repelling the attacks on the Rock Quarry north of Khe Sanh. 

Turn 4

Operation Igloo White - startled by the rapid build up on both sides of Khe Sanh it was determined intel was critical but the NVA skillfully avoided detection. 

Several of the air strikes failed to refresh and the air attacks were ineffective. 


Day Tranh!
NVA masterfully followed up on last turns advances with an attack on Khe Sanh from the north and the entrenchment to the 
south. Puff The Magic Dragon appeared and destroyed one of the attackers. It was a brutal firefight going three rounds but in
the end the NVA swarmed Khe Sanh issuing the US a decisive defeat. 


Closing Thoughts

WOW what a fun and fantastic system. The OpFor action deck makes this unpredictable and adds a high replay value. 
In retrospect, the US was too conservative with the ground forces. The US should have actively tried to expand the perimeter around
Khe Sanh to avoid the attack from both sides. The US air power is critical and a turn of bad refresh rolls was costly. Instead of using intel
on turn four the US likely should have conducted an airmobile operation but the NVA card combo was powerful. 

I look forward to playing this again and trying the other solitaire games in this series. At $12.95 retail, this game is a must have for 
eveyone's collection. 


Monday, March 28, 2016

Our War Against the Plague Episode 2

Our war against the Plague – Episode 2

March 18, 1152 AD
We spent a month recovering physically and mentally from our ghastly adventure into Einstadt. Our first encounter with the Necromancers and their Legions of Walking Dead had taught us much about the Plague which has befallen our land.
Taking the passing of two comets across the night sky as an omen of pending doom, we felt it necessary to venture out and once more seek to bring an end to the Plague.
Silas the 2nd insisted on joining with the now veteran party of Clovis, Nelly, Ann, Baldric, and Samson. We only hope that his skill with a bow is as great, and fate not as cruel, as was the first Silas.

The adventurers, having received rumors of a mysterious Black Book, quietly snuck into the narrow streets of Schwarzesbuch.

At first the lanes and alleys appeared quiet as the group sought entry into the Wachtturm where rumors reported the Tome was guarded. But they struggled to find access points to the tower.
Almost too late did they realize that the narrow streets had funneled the wandering hordes of walking dead towards them.

As before, when the scary large Sergeants of the Necromancers' armies appeared, only Samson could bar their passage. Half the group sought to fend off the lesser horrors and to protect Samson's back.
Others fought their way into neighboring shacks hoping to find passage and weapons which would help in this fight. Individuals became separated and isolated by hordes of walking dead.

The battled ebbed and flowed, as waves of undead crashed against the party and were smashed. Heavy blows and flights of bolts temporarily stemmed the tide. Many fell bite was turned by leather and metal coats of armor. And Great swords slew countless minions.
Finally, Silas made a rush for the main entrance hall. And it almost proved fatal. Young Silas, standing at the door, discovered he had more enthusiasm than brain, lacking any tool capable of opening the large wooden door. Ann and Nelly covered his hasty retreat to safety.

Nelly was next to rush the door, slaying a pair of sprinting zombies, and gaining entry. Ann and Silas worked to keep the crossroad clear, as Samson was able to join Nelly in clearing the final passage into the Wachtturm.

It was then that Ann, wielding a great sword was betrayed by her coat of armor and a spell of invisibility. Overwhelmed by an uncountable swarm of walking dead, she fell giving young Silas a chance at living to see another day.

Nelly and Samson, having heard Ann's final cries of defiance, made short work of the creatures guarding the Black Book. They quickly rejoined the remaining adventures and ran from Schwarzesbuch.

Another blow against the Plague had been struck. But again the price of victory bore a cost of adventurer blood. Ann would be missed. The next Necromancer will surely meet a swift and vengeful.

Saturday, March 19, 2016

L'Art De La Guerre Rome vs Gaul

Over the last 25 years we have played the all WRG, DBM, Armati, Warrior, Might of Arms, FOG, and many more. Since most FOG players have switched to L'Art De La Guerre (ADLG), we decided that our group should give it a shot. How better to try out ancients rules than with a classic Rome versus Gauls match up. Many systems such as FOG failed at this great match up. We decided to use 200 point armies as that seems pretty standard from USA tournaments and events. We did not setup a pretty board for our Playtest but at the last second I decided to take a few pictures and capture our thoughts.

The Roman general in the center surveys the Gauls in front of his veteran legions.

The lines clash. We enjoyed the speed of movement as it gave a very dynamic exciting flow.

Medium cavalry lock horns on the right flank.

Roman heavy cavalry and lights desperately try to hold the left while the legions do the butchers work in the center.

The Gauls are breaking through!

Just as both Roman wings fail the Gauls lose their leader and several units in the center and the Gauls have had enough.

The final score was Rome losing 7/20 and the Gauls 30/26. The game was much closer and could easily have gone either way. Both of us agreed ALDG passed the test and will be played again. The way combat, command, movement, and morale were handled had the best of many of the other systems. We will definitely be playing again and we might work up a post comparing the systems.

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Wednesday, February 24, 2016

Our War Against the Plague

Zombicide Black Plague

Our war against the Plague
January 23, 1152 AD
We weren't sure what was amiss when the Baron of Einstadtmarched off with his army to battle some distant foe beyond the Mosel. But when no word came of a glorious victory, and none of the army returned after many weeks, we began to wonder what was afoot.
Then, on February 21st, our fears became real. Rumors of a  horrible host wiping entire villages off the map had been heard. But today, a bloodied blacksmith from Einstadt staggered into our village. He spoke of legions of walking corpses led by ghastly cloaked priests ravaging Einstadt. Ripping the living to pieces, sparing none. 
We quickly realized that swift action was needed if our village was to be saved. Six of our most hardy folk volunteered to hasten to Einstadt. Clovis, Silas, Nelly, Ann, Baldric, and Samson geared up and immediately set off.

February 22, 1152 AD

Our Champions reached Einstadt. In order to cover as much ground as possible, they split into two groups.
Two things became immediately apparent. Gaining entry to buildings were survivors or better weapons might be, would be very difficult as the oak doors seemed ever more stout than our tools. And secondly, corpses were indeed roaming the streets unchallenged.

Upon gaining entry to the nearest guard shack, Clovis was confronted by a fatty oaf of a walking dead sergeant of the guard. Clovis' short sword was no match for this demon. 

But fortunately Samson was able to fell the creature with a mighty blow from his hammer.
The plan to split up and search the town unraveled quickly. The swarms of walking dead made passage down the streets dangerous. And many of the dead were massive, and could only be smashed by the might of Samson and his hammer. Many of the group were taking minor wounds as they fought to gain ground.

Silas, while a skilled bowman and slayer of many walking dead, was taken by surprise as he searched a strange alchemist's room.A foul priest struck him down from behind.
Things looked very bleak at that time. A tremendous Abomination had been roaming the street, driving us like cattle towards our doom. We knew that even Samson, slayer of fatties, could not withstand that terror. Better weapons would be needed. Our frantic searches of the armories must grant us a prize soon, our the party was doomed.
Secret vaults were found and searched. They yielded great weapons, but not mighty enough to fell the Abomination. 

Then, finally luck came to Clovis and Nelly as they searched the last gate room. A vial of dragon bile was discovered. All that remained was to lure that abomination into a trap. 
As the swarms grew in number, the lumbering abomination finally stepped into the trap. With a touch of flame, the dragon bile erupted in flame and devoured the creature.
We were saved. We fought our way out of the village and headed home with hard earned knowledge about the foe we faced. We knew we had not ended the plague, having only bought time for us to prepare for the next encounter. In addition to that horrible Abomination and many a Fatty, several of the foul priests had also fallen to our swords. The Plague masters would require time to regain their strength. As would we.