A close relative of mine
This is a blog to show off my wargaming toys, projects, and to discuss anything that I have a whim for at that time. I am currently going back and making my print format larger and trying to make the pictures bigger to make it easier on the eyes. But you can always click on the pictures to see a larger image of it. Enjoy!
Thursday, July 3, 2014
Tuesday, June 24, 2014
Update
Well, I left Kansas last week and I didn’t get to see as much as I would have liked while I was
there. I did get to four things,
Thursday, June 5, 2014
Friday, May 30, 2014
Over the Memorial Day Weekend
[Editor - I actually typed most of this on Memorial Day Monday 5/26, but due the crappy internet service at the hotel I am staying at, I could never log on to Google so I could post this, and I have tried several times since! I finally got this posted the first time that I was able to have a good connection. Sorry that this entry seems out of time, but it would have been right if I only had been able to posted it when I wanted to have done it.]
I hope that
everyone had a good weekend and got a lot of
Tuesday, May 13, 2014
Friday, May 2, 2014
Mayday, May Day!
As I mention
above, my work hours suck. It is not
uncommon for me to work well over 12 hours a day,
Monday, April 21, 2014
Really, I do play miniature games (! or ?)
Sorry
about really having nothing interesting to talk about for my hobby.
Really, sometimes I don’t even know if I do game or I just buy
miniatures and rules to store in my basement. Sigh…
Anyways,
Wednesday, April 2, 2014
Whimsical Wednesdays
Work craziness & an exciting game of “We Must Tell the Emperor!”
Hello! Sorry to have been away for so long. Well, I am
currently working in Kansas after working in Virginia for a week. Needless to say, I have been crazy with work
and I have not been doing much fun stuff for the last several weeks…well, that and having an allergic reaction to a spoonful of seafood soup. I thought it was vegetable soup, so I didn’t
sniff it or do a test taste of it on the tip of a finger. Anyways, it caused some swelling of the
hands, but luckily nowhere near as bad as my first allergic reaction to seafood
about a year and a half ago. From what I
read, 60%+ of everyone allergic to shellfish, develops their allergy during
adulthood. Oh lucky, me!
So,
because of my screwy work hours Virginia (sort of a split 1st
& 2nd shift), and my night shift in Kansas, I didn't get to do much sightseeing, but in VA, I did see the Civil War Center Museum and Edgar Allan Poe's Musuem. I was not able to pack my personal computer when I went to VA, but I had some room in my bag to pack a solitaire board game to give me something to
do on my time off when there was nothing to do in VA. I got to play a game of Victory Point Games’ ‘We Must Tell
the Emperor!’, which is an Out-Of-Print game from their ‘State of Siege’
line. It is a fun game and challenging. You are the Japanese in WWII and must fight
five armies (Chinese, British, ABDA, US Army under MacArthur, and the US Navy
under Nimitz.) Only one army, ABDA, can
be destroyed and never return, but the other four could be knocked-out for a
short period. The game is broken down
into three epochs, Early (Pearl Harbor to Midway), Middle (1942-43), and Late
(1944 -45).
This game I
did pretty well as Japan and it literary went down to the last die roll! But, I was not able to end the war
with favorable conditions, but forced into an unconditional surrender
(historical ending). Below are the
several pictures from key points of the game.
In the first picture is the set up of the board where the Chinese,
British, ABDA, MacArthur, and Nimitz forces begin.
This next
picture is from the end of the Early War era.
As you can see, the ABDA army has been destroyed and both the British
and MacArthur’s forces have been driven far back. The Chinese are in their original start
position after several advances and retreats, while Nimitz has made some head
way.
Now the next
picture is from the end of the Mid-War era.
Nimitz was driven back and I garrison the Solomon’s with a fortress unit
at the beginning of the Mid-War era and held him there until the last turn of
the Mid-War in which Nimitz finally took the Solomon’s back. The Chinese where kept in check, but both the
British & MacArthur were making a comeback.
This last
picture is the end game. This is also
the last card of the deck and had I beaten of the allies from landing on the
Home Islands, I would have won. The
Chinese where breathing at the doorstep, but they couldn’t make to for the
final assault on the Home Islands. It
seem fitting that the last card was for the “Battle of Okinawa”. So the final Allied advance was the British,
MacArthur, & Nimitz! The Home Island
defenses stopped the British advance, but not MacArthur’s or Nimitz’s. So with my actions for the turn, I attacked
Nimitz’s first and drove him back on the first try (Yea, I got three more
attempts to drive MacArthur back to win!)
Then I failed the next three dice rolls (Crap!), but realized that I
still had one Kamikaze token for a free attack (Yea!) Then failed that roll
(Sumofabit…) Then I remember that I get one free ‘Banzai!’ roll to defend the
Home Islands, so this was it…either push MacArthur back to the sea or lose face
from the Emperor…failed! So close to
winning…sigh, maybe next time I can place the Emperor in his rightful position
as the Sun King. It is a great little
game for the grand strategy for the war.
Finally, I
ordered some more of the ‘State of Siege’ games from Victory Point Games, which
I am eagerly wait: “Cruel Necessity”
where you play the role of the Parliamentarians in the English Civil Wars;
“Hapsburg Eclipse” where you play the role of the Austro-Hungarian Empire in
WW1; and finally, “Mound Builders” where you play the role of the Mound Indians
trying to keep your culture from collapsing in the North Americas. I am especially interested in Mound Builders
as the hub of their culture which was in Cahokia and I live within spitting
distance of there! (Well, not really, but less than 20 miles for a crow to
fly.)
Well, as of now, I have not had much time off in Kansas other than tonight, but I don't feel like trying to pay a solitaire game tonight. But I am spending some time to catch back up on my emails, blogs that I follow, and some other sites that I try to keep up with periodically.
Be seeing
you
Sapper
Saturday, March 1, 2014
AAR: A Falklands’ Patrol, or Cold-CoC-ing a penguin
Well,
it has been a bit since my last blog entry that had any real substance, but I
got two more notches on my New Year’s resolutions; I finished another book and
got my first game in for the year!
So first
up, I just finished War of the White Death and have now started up The Soviet Invasion of Finland, 1939-40 (Soviet (Russian) Military Experience) by Carl Van Dyke. If you want to know about the
Winter War of 1939-40, I will highly recommend this book, War of the White
Death, and the previous book that I was reading, A Frozen Hell. You really need to read both and read A
Frozen Hell first, then War of the White Death. A
Frozen Hell gives an excellent political overview of the events
leading to the Winter War, background of Mannerheim, and the Finnish view of
the war. War of the White Death
was written using former Soviet documents and gives an excellent and detailed
account of the war from the Russian side of the war. Matter of fact the author deliberately avoids
covering the same material in A Frozen Hell and states that one should
read that book for the political & Finnish accounts.
On
to the ARR of the game!
This
was the first time that any of us played TooFatLardies’ Chain of Command
(CoC), so it was a learning experience with a lot time of me sticking my nose
in the book looking up things. I limited
who I invited because this was the first time with this system and I wanted
Curtis T. & Steve H. as they have played a lot of TFL games before, and
Glenn W. as one who has not played a lot of TFL, but has been reading up on various
CoC reviews and AARs on other blogs so that he was rather familiar with the
system. We ran the game at the
Wargamers’ Cave in IL (Thanks, guys!).
All in all, it is a good system and everyone was catching on how the
dice worked and how to do things in the game.
Everyone commented at the end of the game that this was a better system
than Bolt Action, which I am taking their word for it as all of them had
played Bolt Action and I have not yet.
Unfortunately, as I was spending too much time checking rules as this
was the first game and I am not confident with my memory to not look things up
(but with repetitiveness, comes confidence and I plan to be repeating this
system), I did not make notes of what happen in the game to give a detailed
AAR.
While
CoC is designed to be for WW2, it is open enough that it can be used for pre
& post WW2 games up to a point and some people are already trying to adapt
it for post-Colonialism Africa and Cold War era games. So this first CoC game was using my Falklands
conflict figures. If you go back to some
of my previous posts, you will find my stats for the Falklands weapons. The scenario involved a platoon of British
Paras probing an Argentine defensive position.
I used the British Paras rules right out of CoC as their tactics at the
platoon level had not changed since WW2.
For the Argentine conscripts, I used the Soviet infantry rules, except I
did not give them those national characteristics. Instead I made one section “Die Hards” as in
most of my readings, there was almost always one group of Argentine soldiers
that would fight it out and only killing them would stop them from holding on
their little bit of the islands. I also
made them Regulars to reflect one of the better infantry regiments, the RI 25. I also ran the scenario in daylight
hours to keep the game simple for spotting for now.
As
mention before, a platoon of British Paras were to probe up an Argentine
defensive position. The Paras went light
and were not carrying their Carl G or LAWs.
I have not figured the stats for the Carl G or the LAWs was the main
reason for not including them in the scenario, but the Carl G was reportedly bad
for malfunctions in the very cold climate in the Falklands with only the Royal
Marines that had been in the Arctic Warfare training having minimum problems as
they had been trained on the proper care methods. I decided to treat the M79 grenade launcher
the same as the rifle grenade. The extra
men of the Para’s platoon headquarters was not available as I assumed that they
would be on other duties, wounded, or etc.
This was also the case with the support section for the Argentine
platoon.
The
Para platoon was being pushed by Steve H. (running the platoon leader and two
sections) and Curtis T. (running the platoon sergeant and one section). The Argentine platoon was being pushed by
Glenn W. It was easy for Glenn to run
the whole platoon since there was enough support points that all three sections
started entrenched and really didn’t need to move for the game.
The game
started with the Argentine conscripts having a Force Morale of 8 and the Para’s
with 9. Unfortunately, Steve did not
roll very well for the number of turns to move his Patrol Markers before the
game began, (I guess the Argentine troops were using their night vision
effectively that night). So the Paras
had to start farther back and had to cross big gap to try to push the
Argentine conscripts on a hill. Steve made good with one
section right away for setting up a base of fire on one hill top. Shortly later, he was able to get a second
section on smaller hill in the middle of the board to also provide a fire
base. Curtis moved his section up the
one flank of the main hill held by the Argentine conscripts. For most of the game the Argentine conscripts
stayed in their trenches and traded shots with the Para. The Argentine sniper was especially a
troublesome follow for the Para until the Paras finally spotted him and
eliminated him in a rather overkill sort of way!
The
game ended with the Paras not being in a position to push at least one
Argentine section out of their trenches and hurting. The Argentine conscripts were in better
shape, but their Force Morale was in dire straits. I did not keep any notes during the game, but
I believe that the Paras had lost 5 or 6 men out of the 27 and the Argentine
conscripts lost about the same number of men, with one being a section NCO, out
of 34 men. The Force Morales were at 8 for
the Para’s and the Argentine conscripts had a 4. The main reason for the major drop in the
Force Morale for the Argentine conscripts was the one section NCO was first
wounded and later killed. It appears
that he was the most beloved NCO in the platoon because both times that Glenn
rolled for the effects of him being wounded, then killed, it was the worst
result that could be rolled for the effects on their morale.
I
really like what I saw with this gaming system and plan to revisit it again
later this year.
Below
are some of the pictures from the game with captions below them.
Be seeing you
Sapper
| The British Commander signalling his troops forward |
| Brits on the move |
| Argentine conscripts are dug in to defend what is theirs |
| The Para section that was laying down supporting fire for the advance |
| The effect rolls for the hits against the Argentine sniper! |
| An Argentine section abandoned their trenches to move into a position to counter assault |
| Game end - the Paras elected to abandon the attack as the Argentine conscripts in front of them were "Die Hards" |
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