LZBravo

LZBravo

Saturday, September 11, 2021

Great War Commander - Birth of a Legend

One of our Old School Gamers played scenario 1 solo. It’s close to the 107th anniversary of the engagement. 


The Kaiser’s lads had the initiative, allowing Lt Rommel the opportunity to advance his troops forward. A good initial hand for the Germans, while the French were stymied. 
Followed by a timely HMG suppress card. 


Effective fire breaks the French platoon. Lt Rommel presses on (German objective required capturing the objective hexes).


Street Fighting goes well for the Kaiser’s troops.


The German Left flank worked their way up a gulley leading into the town. French Line units prepare to hold the outskirts.


The French decide to break the stalemate, advancing into melee with a good support card, winning the contest on the Left Flank. The German holds no response, and spends time cycling cards. 


A few turns latter, flush from the earlier success, another French Line pushes forward and again gets the drop on a German platoon which quickly falls prisoner to the French. The Left Flank is looking solid, time to transfer a platoon back towards the town center.


A Hero of the 3rd Republic arrives and anchors the outskirts, freeing two French platoons for redeployment. The lack of leaders makes this a slow process (initial setup has both French Officers in the town center).


However, it happens too late. German card cycling paid off with 3 turns of constant fires and an Offensive which cleared the center of town. 


The French lost on casualties. 

A lucky sudden death flip by the Germans gave them another two turns to hammer the French (whose hand became clogged with less than valuable cards). 

If the German Sudden Death flip (needed an 8+) had failed, the French would have won on VPs, given their secret objective. 

This is a fun game. Early Air Power is near useless. The Suppress is nice, but 3 bombing factors is darn ineffective. 

Hand size and discard ability plays large in this game. Especially in the early battles. Many unusable cards passed thru both Armies. 

Thought an early win was in the offing when the Germans played a Rout card with 3 French Broken units on the board. Oops. Not going to root folks out of buildings, and it was surprising to read the rules (Oops part 2) learning the the best result would be a retreat. Cohesion is so high, this may never amount to much. 

Still learning and getting comfortable with the rules, but very much looking forward to the next play.

Monday, September 6, 2021

ATZ Casino Carnage


“Sarah, you are sure the casino bosses were stockpiling all kinds of stuff in the hidden
safe room before you left to try to find your mom back in DFW?” asked Shane. 

“Yeah, as soon as the craziness started they started stocking up on meds, food, ammo, 
and I swear maybe even gas”, exclaimed Sarah. 

“Well sounds like it’s worth a trip north of the Red River and we’ve got enough gas to 
get us there…I think”, added Tex. 

Mission

Get into the casino and find the master key which didn’t look special so it should
be on his body whether he is a survivor or zombie. Unless he’s locked in the safe 
room of course but positive thoughts. Finding a Luxury Item will represent the 
object we are looking to acquire. 

Group

Shane Rep 5 Star Shotgun
Sarah Rep 4 Pistol
Tex Rep 3 BA Pistol



We arrive!


We enter the map at Parking lot E and it’s Ragers! Ragers are the genius result 
of the government’s attempt at a cure. People who have the cure injected not
only still turned but became fast and super aggressive zombies. There are not 
too many in the world but they are trouble. Luckily in the parking lots we see 
them first and quickly dispatch them. 


We move into the entrance and quickly kill the lone zombie but don’t find 
anything valuable. 


The group heads to the front desk when we spot three other survivors. We cautiously 
engage them in case they have what we need. Luckily Shane passes the encounter 
tests and after a brief interaction determine they just are looking for food. We give 
them some and they head for the exit. We are force to move on and after clearing 
another area head back to the front desk as we couldn’t search after encountering 
the survivors. 


Zombies!!! Where’d they come from? The zombies have the drop on us and 
charge. Shane drops two and Sarah gets one as they move in but Tex misses both
of his shots. Tex manages not to get bit but can’t take out the zombies. I use a house 
rule that after three rounds of melee others unengaged can add in. 
Shane and Sarah each move in and quickly eliminate the zombies. 


Yes! Our loot card is a luxury item. In fact one of the zombies was the boss. 
He must have come out to try and secure the outer doors. 


Our first mission is done. We will regroup and make our plan to get to the 
safe room. 

Final Thoughts

I plan to play the entire campaign to clear the casino. The easy of play and fun
delivered in Casino Carnage was top notch. The rules are a quick read and I 
think the table used if you get wounded by a zombie is awesome. I may port
that to every zombie game I play. 

The game is a good basis for generating your own scenarios as well. The building, 
loot, and encounter decks have endless combination. 

I will play each of the 10 THW board game offerings and post an AAR and my
thoughts.