Sunday 29 July 2012

ATZ-FFO - AAR

The Good, the Bad, and the Stupid.












Stay together.
Use vehicles to enter and leave town and be sure to turn that engine off when you're not..
Know when to leave.


Rally Round the King Historicals Now Available.

145 Historical Armies have been released for Rally Round the King...




http://www.twohourwargames.com/30to15adrrhi.html

Thursday 26 July 2012

5150: Star Navy - Breaking the Game - Rock, Paper, Scissors

Last time Mack and I pitted 38 small ships against 1 large ship. We tweaked the points and gave it another go.







The Star Navy Dreadnought took an engine hit and broke off the fight. We continued as if it didn't happen to see what would happen but it went like we expected. The Dreadnought was pretty damaged with the AA reduced to half so overall it was a pretty good battle with about one third of the Zhuh-Zhuhs destroyed and one third breaking off from the fight.

So can you break the game? You bet, you can break any game if you want to, especially one where you can design your own ships. But it's a game of rock, paper, scissors. If you guess right you win but guess wrong, build the wrong type of ships, and you can lose pretty badly.

But with 10 different fleet types there's a wide variety of ship designs and the campaign rules will be included as well.

Tuesday 24 July 2012

The Hishen War - 5150: Star Army AAR

A platoon of Star Army has a Defend Mission. I tweaked it a bit as I wanted to lay out some new urban terrain so gave them two-thirds of the table to defend.
The enemy would be Hishen and they would be outnumbered. My plan was to hold on for as long as I could in hopes of artillery and air support arriving to turn the tables.
In retrospect that wasn't much of a plan.
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Friday 20 July 2012

Retreat from Moscow, Game 1

Played the first game in a test of the campaign system for the Napoleonic rules I am currently working on, tentatively titled "Muskets and Shakos". As you may guess from the name it is based on the same system as our "Muskets and Mohawks", and "Rifles and Rebels". This time however the scale has been bumped up so that each unit is a battalion, squadron, or battery.

As with every Two Hour Wargame, this one includes a campaign system and rules for solitaire, or co-op play as well as the traditional two opposing sides of players sort of game. In this case you are tasked with commanding a brigade (+) on the Grande Armee during the retreat from Moscow in 1812.

Conveniently for the game's scale (1"=20 yards), your brigade has been detached on a foragin mission and has been cut off from the main line of retreat. Your mission is to get your command back to the relative safety of the main body. I've deliberately set this up to allow players to field forces of any of Napoleon's allies in the invasion, and alternately as the British army on Sir John Moore's retreat to Corunna. However for this test campaign I am playing as the French and the game system will handle the valiant Russians.

My brigade consists of two infantry regiments, each of three battalions. All told these units come to three Rep 5, two Rep 4, and one Rep 3. I also have two squadrons of light cavalry, Reps 5 and 3, and a battery of 4 guns. In the photo above you can see my command deployed on the right. From left to right we have the first regiment, all in column of divisions (hereafter simply "column"), the battery, and the second infantry regiment. The second regiment has its left unit in column, center unit in line, and right unit in square, the reason for which will soon become apparent. My two cavalry squadrons are being held in reserve behind the second regiment of foot.

The Russians fielded two infantry regiments, each of two battalions, two batteries of 6 and four guns (or one battery of 10 guns split in two if you like), and  a regiment of five sotnias of Cossacks.

 Each Russian infantry regiment had one battalion in line supported its second battalion in column. The Russian guns were deployed between the two infantry regiments, and the Cossacks on their left. The terrain being level, it was possible the Cossacks were masking more units deployed behind them, and so a Possible Enemy Force marker was placed behind the regiment.

Given the Russian set up, I opted to press forward one infantry regiment against the enemy right, demonstrate against his center with my second infantry regiment, and hope that my two squadrons of cavalry could keep the Cossacks occupied long enough for my infantry to carry the day.

Here is how it all went:
Turn 1: as my troops moved to execute the plan, Russian artillery fire immediately started causing confusion in my ranks.
Turn 2: My forces continue to advance. On my left the Russian battalion turns to face, while on my right the Cossacks advance, unmasking a second Cossack regiment behind the first, Fortunately the second regiment wasn't masking even more troops. My infantry in the center was being pretty badly handled by the Russian guns.

Turn 3: On my left, the outer most battalion continued moving on the Russian flank. The second battalion formed line in preparation for engaging the enemy. The third battalion remained in column as a reserve. On my right, both regiments of Cossacks fell back before the mighty charge of my squadron of light horse : )


Turn 4: The withdrawal of the Cossacks, however temporary, gave me the chance to launch an assault with my center regiment, while the first regiment continued its flanking movement. On the far left, the Russains reacted to my wide flanking move by sending their right flank reserve battalion towards my flanking column.  We charged with elan, but the charge faltered and devolved into a firefight between the two columns.

Continuing from left to right, the Russian battalion in line refused a flank to confront my reserve battalion, while the battalion I  had deployed in line advanced. The Russians got off the first shot but very much got the wrong end of the exchange.

Next the left most battalion of second regiment advancing in column stalled before the six gun Russian battery and was ripped apart by canister.  The center regiment of the second battalion fared better, although they to failed to close with the determined gunners of the four gun battery.

Turn 5 and Turn 6: Turn five came and went without any movement but with both sides blazing away at one another in fire fights that now stretched all along the infantry and gun lines.

Turn six started with a renewed attack by the Cossacks on my cavalry. The two unit of horse danced about but failed to close. 

On my extreme right the two battalions in column remained locked in a fairly desultory fire fight, while my battalion in line finally forced the Russians opposite to retire. 
My battalion in front of the six gun battery could make no headway and their losses steadily mounted. The fight against the four gun battery went better with two gun crews down and the other two abandoning their pieces.

On the retreat of the gunners the final Russian reserve battalion charged my battalion in line but failed to close. The Russian battalion they were supporting wheeled and gave us a volley as well but my brave enfants held!

With all of the Russian reserves committed I could feel the battle turning my way.

Turn 7: Decision!  The Russians got this turn off to a lively start by routing the battalion that had stalled in front of the six gun battery. It was to be their last success.
On my right one cavalry squadron routed the lead regiment of Cossacks while the second squadron made a charge on the Russain battalion that was pouring a flanking fire into my lead regiment of 2nd battalion. The Russains formed square and the horsemen balked, but my goal of limiting the fire my infantry faced had been attained.
The infantry, no free from the threat to their flank, charged the Russia column with which they had been exchanging shots. The Russians retired before them.
The right most battalion of first regiment charged the six gun battery from the flank, routing them. The third battalion, thus far held in reserve, charged the Russain infantry that had retired the previous turn and routed them.
Finally the first battalion of the first regiment charged the left most Russian column and forced it to retire.
End Game: At this point the Russian had lost one infantry battalion, two gun batteries, and a regiment of Cossacks. Their commander lost his nerve and  broke off the engagement.

My losses were as follows:
1/1 no loss
2/1 5 out of 10
3/1 no loss

1/2 1 out of 10
2/2 2 out of 8
3/2 Fled (8 figures at start)

The horse and guns suffered no loss.

Have yet to decide on the method of after battle recovery so cannot say how many will return for the next game yet.

All in all a fun game that contrasted nicely with the Chasseur vs. Cossak game last week. This time the Cossacks could not find a flank and although they suffered no loss they soon tired of the game and departed the field.

The AI can stand a tweak or two as well but other than that all seems to be working as expected.

Not sure how soon game two of the campaign will come about but you may be sure it will be posted here when it does.

Hope you enjoyed the report and, as always, thanks for stopping by!

The Courier - Long Rifle AAR

 The Battle of Fort New Hope was played with Muskets and Mohawks, a unit based French and Indian War set of rules. It was a continuation of a Long Rifle campaign. Long Rifle is a character based skirmish  adventure game of the same period. This game will use Long Rifle.
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After the battle of Fort New Hope the British withdraw to the safety of the fort. But this feeling of safety is short lived.

Fort New Hope from Foxhole Terrain, figures by Blue Moon, painted by John Leahy.

As the day wears on the French batteries begin to shell the interior of the fort.

Up on the heights they are safe from British artillery and small arms fire.

Something must be done and the General looks for volunteers from the militia and Irregulars.

Thomas the Hunter agrees to go along with Ben and Pete Brown. They wait for night fall then slip out of the fort. Their goal to pass through enemy lines and exit to the east, the opposite end of the table.

Ben heads out to the south of the table. He runs into a PEF that is a French Allied Indian. The sharp crack of the musket is followed by silence as Ben falls to the ground out of the fight. The warrior moves to take a Trophy.

Meanwhile in the center of the French lines Pete Brown makes his way.

Suddenly an Indian warrior appears and Pete fires but misses. The Indian returns fire dropping Pete to the ground. Swiftly he moves to Pete to finish the job.

The last  courier is Thomas. Thomas hears something. An Indian warrior readying his musket! Boom! The bullet hits a tree next to Thomas who aims and fires.

The Indian falls to the ground, obviously dead.  Thomas hears more noise and decides to move instead of reload.


 He runs into a second warrior who fires in haste but misses (Thomas used his Star Power to convert a Stunned result to Carry On). Thomas draws his tomahawk and charges the Indian.

The fight is over quickly. The Indian drops to the ground cut across the throat. Thomas moves off the table and towards help.

The game was quick, over in 15 minutes. I already had the table set up from the New Hope battle so I figured to play the game ASAP.
Will Thomas make it to HQ?
Will there be a rescue attempt?
Can the fort hold out?
These questions and more will be answered in the continuing story of Thomas the Hunter.