Current Gaming Projects

Showing posts with label Cold War Commander. Show all posts
Showing posts with label Cold War Commander. Show all posts

Saturday, January 23, 2016

First Game of 2016 AAR


Well, there is not much of an AAR to write about my first game of 2016 because it went so badly for me that it didn’t lasted more than three turns after contact before I lost about or over 75% of my force.  So don’t expect much of a write up or a lot of pictures.

Curtis T ran a Cold War Commander (CWC) game at The Fantasy Shop in St. Charles, MO.  The back story of the scenario is Cold War goes hot in 1971 with the Soviets invading the West.  The game was set somewhere in Denmark with the Soviets pushing west and a mixed NATO force pushing east.  Steve H and Eddie M were running the Soviets and I was running the NATO force.  I am not entirely sure what the Soviets had for a force, but it appeared to have been eight T-64 tanks, four BMP-1 APCs with infantry, two ZSU-23-4 SPAAs, two forward artillery observers (FAOs), two HQ + one CO units, an armored tracked recce vehicle, and 4 or 6 off-board artillery pieces.  NATO forces were eight Chieftain MK1 tanks, four AMX30 tanks, four M113 APCs with infantry, two HQ + one CO units, one forward air controller (FAC), and two F-86 Sabers.

The game started off with units on blinds (the wood octagons on the table in one of the pictures) moving for positions.  I don’t know what the Soviet plans were, but they divided their force equally and went for both flanks of the game area.  I decided to drive the Chieftains up on my left flank (towards Eddie) because of the cover that was available instead of right flank, where Steve was moving.  I deployed the AMX30’s and M113’s to the center rear to try to protect the Chieftains advance from a flanking move and hopefully control the center with the AMX30’s decent gun range.

So have a few turns of moving blinds, Eddie and I made contact with each other.  Then on my turn, as CWC uses the traditional UGO-IGO system, Eddie used his two BMP1s’ Saggers in Op Fire to engage one of my Chieftains and damaged it, but unable to knock it out.  Steve fired two Saggers also and destroyed a Chieftain.  But as part of my turn I was able to destroy both of Eddie’s BMP1s with the Chieftains. 

During the Soviet turn, Eddie failed to call in their artillery on my Chieftains, but Steve’s FAO was able to call in multiple batteries, multiple times, and roll well enough to basically wipe out my Chieftain task force, so that of my force of eight Chieftains and one HQ, plus the CO, was reduced to only three Chieftains and the HQ.  Mostly this was Steve’s good rolling, but I deserve a lot of the blame as I didn’t know or remember that the artillery blast diameter was so freaking huge as it is 20cm or 8” across (this is what I get for playing too many games were artillery is not represented or poorly represented).  As part of this turn, Steve raced his tanks right in front of my blind containing the AMX30s so I could get side shots on them.  Unfortunately, I failed to remember that any units on a blind can’t do anything but move was part of a blind and that their actions are done once they come out of a blind.  So, I failed to get a good Op Fire on Steve’s tanks, plus on my next turn they came out of the blind and were not able to fire.   Basically my second turn I was a total wash as my Chieftains were not able to do much either.  Luckily, the second round for the Soviets was fairly uneventful as neither FAO was able to call artillery.

Turn three I was able to call in my F-86’s to attack Steve’s BMP1s, only damaging them, so really no effect as in CWC at the end of your turn, any hits go away that occurred in the opposing players turn.  The AMX30s killed one of Steve’s tanks, but nothing else.  On turn three Steve’s tanks pulled back and I engaged them again with Op Fire, but I don’t remember to what effect.  I had all of my AMX30s and M113s clumped together in a small batch of woods so an artillery blast radius could hit them all.  This was because when you deploy the units out of a blind, they are restricted to only being able to be placed up to 20cm from the blind (the same as an artillery template).  Also I failed to get enough commands to have moved the units after firing and then spread out to minimizing the number exposed to a blast template.  Steve successfully called in multiple batteries, multiple times, on their position.  Game end

So lessons learned in this CWC game: Spread units out to 10+cm in between each as much as possible if there is artillery on the opposing forces.
Before the artillery bombardment
After the artillery bombardment
Cheers

Sapper

Sunday, December 16, 2012

"Danger Close"


Pretty much all of us have heard of the phrase, "Danger Close".  But what does it mean and how does it effect wargaming?

Wednesday, October 10, 2012

Maps, Scales, and A Restless Night


I love math.  I wish that I was better at calculus and physics back in high school and went more into a mathematical career.  Anyways, why am I even pining over math?  Well, last night I was sitting down with one of my 1:50000 topo maps of the Falklands thinking about how I am going to enlarge it make templates to cut out for elevations when it totally dawn on me…I was wrong on my thinking about using the altered ground scale for Charlie Don’t Surf for company battles in the Falklands and Vietnam! 
I suggested changing the game ground scale from 1:300 to 1:328 so to scale metrics to British Engineering measurements.  Stupid! Stupid! Stupid! (This is not including several other grammar and misspelling / typo mistakes I caught after re-reading the article, like on a 1:50000 scale map, 1cm=50m...sigh…that should have been 1cm=500m…that is a huge difference! I will go back and clean it up one day.)

Friday, September 21, 2012

Using topographical maps in miniature wargaming


OK, be prepared to get your nerd on!  I will be diving into some serious math down below, so I hope not to bore anyone too badly...especially considering the length of this blog entry as well! 
Just because we play with toy soldiers don't mean that we can't add some realism

Wednesday, September 19, 2012

10mm Falklands Project

(Click on the pictures for a larger version)

As I mention earlier, I will be doing a 10mm Falklands Conflict project in addition to my 20mm project for ground combat.  Both projects will cover different levels of ground combat operations.  The 20mm project will be skirmish level up to a company size element with each figure representing one man.  The 10mm project will be tactical / operational level with a battalion being represented on the board with an infantry stand representing a platoon.  The bulk of the 10mm miniatures will be mounted on 50mm x 25mm stands for platoons or 25mm x 25mm stands for independent sections, like recon or weapons sections.  As of now, I have not figured out what rules set I wish to use for this level of gaming.  Cold War Commander is set up for this level of gaming, but I am thinking of modifying Charlie Don't Surf or I Ain't Been Shot, Mum! to cover this level of gaming.  We will have to see what works out out.  One of the key things is ground scale should be about 1"=50m or close to that.  I know that the long out of print, GDW's Combined Arms was close to that scale and there are scenarios in their Harpoon's South Atlantic War supplement, which I still have in my collection.  However, I got rid of my copy of Combined Arms probably close to 12-15 years ago.

The first group of pictures is some of the rock cropping pieces from TimeCast's Falklands line which can be used for both the 10mm and 20mm gaming, except for the tents and fighting positions pieces.  I went ahead and paid extra for the pre-painted sets and I am not disappointed at all!  Matter of fact, from this point forward, anything I order from TimeCast will be the pre-painted models.  The first picture is of a 10mm and 20mm figure compared to the large rock cropping set.  As you can see, it looks great with both scales.  In the second row of the pictures are pictures of the 10mm fighting positions and tents sets.

 


Next is a series of pictures of TimeCast's pre-painted 10mm Falklands line's buildings.

This first set of buildings are the Port San Carlos house and garage.  This is based on the typical houses at Port San Carlos where the British 3 Commando Brigade landed on May 21, 1982.

This next building is the Top Malo house where a skirmish was fought between Argentine Army Commandos and the British Mountain and Arctic Warfare Cadre on May 31, 1982.


This  following building is based on the Estancia house and outbuilding that is located about 3 to 4 miles NW of Mount Kent and about 1-1/2 WSW of Mount Estancia.  It was secured by 3 Para on May 31, 1982.  It was from here that 3 Para prepared for their next stage in the operation, the assault on Mount Longdon on June 11/12, 1982.


Finally, the last two building sets are buildings from Port Stanley - the Davis Street bungalows (the white building) and the Philomel Store and garage (the yellow buildings).   Luckily for everyone, the Argentine forces surrendered at Port Stanley on June 14, 1982, instead of forcing the British forces to assault the city.


Pendraken is currently the only manufacture of a 10mm Falklands line of figures.  Right now, it is a limited release, but future releases will include British in helmets and Argentine soldiers, plus armor and weapons for both sides.  I ordered one pack of each British packs that are currently available and received them.  I am currently waiting for my MDF bases for them.  As I am not that good of a camera man yet to have crisp pictures of very small figures, I am posting two picture ads from Pendraken below of what they currently have available.  They have amazing detail when you realize that they are 10mm tall!


Finally, I am including pictures of the Armaments In Miniature's (AIM) 1/200 Falklands aircraft lines.  They are very nice one piece models.  I picked up one Vulcan bomber, one Canberra, two Sea Harriers, two Mirage III, two Super Etendard, and four A-4 Skyhawks.  That is all that they have available now.  AIM also has decal sets available for every model that they have for their Falklands line as well and I order one set of decals per type of aircraft.  The decals have enough to do four different aircraft with different markings.  Also, for the A-4 model, they have one set of Navy and one set of Air Force decals.  What is also nice about the models is that they are made with a metal screw in the bottom so that there is a place that you can attached a flight stand to with either a clip or a magnet.  That is quite handy, if you ask me.  Below are picture of the models with a ruler to get an idea of their sizes and the decal set(s) next to them for show.

This first set is the British aircraft with the Vulcan bomber on the top row, including a picture of how the metal screw is part of the model, and the Sea Harrier in the second row.



This following set is of the Argentine aircraft.  The top row has the A-4 with both sets of decals, Air Force and Navy, and to the right is the Super Etendard.  The bottom row is the Canberra bomber on the left and the Mirage III on the right.




In one final note, I had ordered my copies of 1:50000 scale topographical maps of the West Falkland and am waiting to get them.  When I get them, I will put up a couple of pictures for people who have never seen a 1:50000 topo map and the detail that you get with him.  Also, I am writing up in my very limited spare time a blog entry about gaming terrain, topographical maps, and how the two will effect my gaming of the Falklands and Vietnam in the future.

Be Seeing You

Sapper

Monday, May 3, 2010

CWC Vietnam AAR – “It was a very good day for Charlie”

Well after a whole year, and almost an additional month, I finally got around to running another Vietnam game (and actually the first game in a year as well!) This is a quick After Action Report (AAR) of the game. I forgot to bring my camera, so the photographs below were taken by Curtis T. (Thanks, Curtis!) I will try to get everything correct, but I did not make any notes immediately after the game and I waited over a week to type up this AAR, so I may have made some errors. The Americans were played by Pat L. (Aero Rifle platoon leader), Curtis T. (Leg Infantry platoon leader), and Blake W. (Armored Cavalry platoon leader and Overall Commander). The People’s Army of North Vietnam (PAVN or NVA) was commanded by Steve H.  
 
Scenario 

Each stand of infantry represented a squad of infantry or one vehicle. The Americans players were told that this is 1972 and the bulk of the Americans have been pulled out of Vietnam with the exception of a few units that will be cycled back as equipment & materials are handed over to the ARVN (South Vietnamese army). Their command is one of those units. Their troops’ morale is poor as no one wants to be the last to die for Vietnam, as such none of their infantry will engage in close assault with enemy forces and they also have an additional -1 to command rolls for moving orders if engaged in small arms combat, but not for shooting (they much rather just keep shooting until the enemy is dead instead of moving). 

The terrain was heavy with jungle and woods as to make up for the lack of hills for the area around the DMZ. There were two small farms on the board that were separate from each other. A road ran the length of the board (north to south) with a small cross road connecting the two farms.

The board with the south edge being at the bottom of the picture

The Americans forces consisted of an aero rifle platoon (1x headquarters, 3x infantry, and 1x machine gun stands, plus 4x Huey slicks); a leg infantry platoon (1x headquarters, 3x infantry, and 1x machine gun stands); and an under strength armored cavalry platoon (1x headquarters, 3x M113 ACAV, and 1x M551 Sheridan); plus there was a Commanding Officer stand, 2x 105mm off-board artillery support, and a 1x off-board air support (more will be discussed about the air support later). The CO was to be assigned to the armored cavalry and while this was a Free Fire Zone, the players were not allowed to call in artillery or air support until they had a confirmed sighting of enemy troops.

 The PAVN forces consisted of 1x CO, 2x headquarters, 12x infantry, 1x mortar, 2x unarmed porters units, and 2x PT-76 tanks that would come in as reinforcements. The PAVN was allowed one Ambush and everything else was under hidden blinds.

 The American Armored Cavalry platoon and the Leg Infantry platoon off to one side of the board while players were decided what they wanted to run.

The Americans were instructed to move up and determine where the enemy was located, engage them and inflict heavy casualties; the PAVN’s objects was to hold the US long enough to get the unarmed porters off of the board (who could not start moving until the PAVN had engage the US in one round of combat.)

The US decided to have the leg infantry platoon ride on the tracks from the armored cavalry, while the aero rifles would fly in an land right next the farm on the west side of the board…it all went downhill for American players after that. What was to follow was just sad. 

Turn One 

The aero rifles under LT Pat lands between the farm and the rice paddies. As the Huey ‘slicks’ were touching down, deadly AK-47 fire was coming from a hidden bunker under the farmhouse. First Squad was ripped to shreds as they scrambled off their ‘Slick’ and into a perfectly laid out kill zone. The rest of the aero rifles platoon and the ‘Slick’s’ door gunners returned fire but with the surprise factor and seeing 1st Squad casualties, the fire was only able to suppress some of the PAVN forces.

The armored cavalry platoon under LT Blake slowing advance up the road as if it was a Sunday morning back in the States, without a care in the world (they only made one command roll – oddly enough, this was going to the standard for them pretty much through the rest of the game).

The leg infantry platoon under LT Curtis decided to dismount one squad to check out a possible ambush site (a hidden marker) along the road. As LT Curtis told the 3rd Squad to dismount, a single shot rang out from their ACAV which just missed hitting him in the head…the other track was claiming it was an accidental discharge, but LT Curtis was not so sure about that. (Curtis rolled a commanded blunder and got a ‘Cease Fire’ blunder resulting in one shot at his HQ…nothing quite like setting the proper mood for the rest of the game!)

The PAVN under Comrade Steve starts moving their porters towards the north and the hidden marker in the rice paddies on the opposite side of the aero rifle platoon turns out to be a single rifle squad.

 Losses – US: 1, PAVN: 0


The aero rifle platoon in one of its better moments

Turn Two
 
LT Pat tries splitting his platoon’s fire between the bunker under the farmhouse and the PAVN troops in the rice paddies. He is unsuccessful. He starts to call back in the ‘Slicks’ to help lay down some fire, but is unable to contact them (only one successful command roll).

 LT Curtis successfully yells at the other squad to get off the ACAV and check out the wood line. They advance up to the woods and stop, refusing to go any farther (again, only one successful command roll!) 

LT Blake however is watching the howling monkeys in the trees and is thinking how he can ship one back to the US (failed command rolls). 

Meanwhile, the PAVN forces at the farm are determine to show that they are heroes that Uncle Ho was referring to as they lay accurate fire into the 2nd Squad until they don’t see them moving anymore. 

Losses – US: 2, PAVN: 0

The soon to be infamous 'missing' squad deciding if they should go into the woods

Turn Three
 
LT Pat is realizing that things are going from bad to worse for him as he is too close to call in artillery or air support, so he calls back the ‘Slicks’ to help lay down fire on the bunker and in the rice paddies. While the additional firepower from the door gunners, he now sees that he is successfully hitting the enemy, but only suppressing them at best.

LT Curtis, after throwing a can of Ham & Beans from his C-rations at his 3rd Squad, was able to get them to adventure into the woods to find some old copies of Playboy and a long abandoned campfire. Deciding to stop and look at the centerfolds, they didn’t hear LT Curtis yelling for them to get back to the tracks. 

LT Blake is now thinking about if he left his footlocker unlocked back at the base camp (can you guess how many successful command rolls were going on here?)

Driving south, two PT-76s appear on the field in replies to request of assistance from Comrade Steve. Back over the PAVN bunker, as one PAVN squad cowards toward one side the bunker, the other squad shows that they are the foundation for victory over the capitalist invaders as they then switch their sites to the aero rifle’s 3rd squad. In a few violent seconds, another US squad was removed from their beloved lands.

Losses – US: 3; PAVN: 0 
 
Turn Four 

LT Pat looks back at his faithful RTO and can see the fear in his eyes, “There is a whole group of Charlie’s shooting like Alvin York! We got to get out of here!” LT Pat calls in the ‘Slicks’ to make one more pass to light up the bunker. With just a machine gun squad and some LAWs, and the door gunners from the circling ‘Slicks’, LT Pat directs the fire into the bunker. Finally able to bracket the slits, he is successful in suppressing one of the two PAVN squads.

LT Curtis starts jumping up and down on top of the ACAV at his 3rd squad to come back to the tracks, it appears that they found something more than some old copies of Playboy in the abandon camp site.

LT Blake all of a sudden remembers that he is suppose to be linking up with the aero rifle platoon, and orders his command forward…leaving behind LT Curtis’s 3rd squad in the dust.

The PAVN PT-76’s drove as fast as they could until they were able to get themselves in a good position to engage the Americans that would come to rescue the badly bloodied aero rifle platoon. Back at the bunker, rounds were being traded, but with no losses on either side.

Losses – US: 3; PAVN: 0

Random scenes from Turn Four. Notice in the first one the abandoned US infantry squad!


Turn Five
 
“I don’t care if it is hot or not, get that chopper down here now!” LT Pat screamed into the handset of the PR/C 77 radio. As the ‘Slick’ came in to pick up the survivors of the aero rifle platoon, rounds went flying in and rattled inside it. The door gunner witness the rounds ripping into the engine and seeing the thick, oily smoke bellowing out just before the Huey went into a spin and collided with the ground. Nguyen, back in the bunker smiled as pulled out his now empty clip from his AK-47.  With fury, the remaining 'Slicks' door gunners opened up on the PAVN squad in the rice paddies and riddled them with 7.62mm rounds.

LT Curtis started yelling, “Dismounted, get to the wood line and take up fighting positions” as the ACAV’s came to a halt. All of his platoon dismounts and runs in the woods as he is left there wondering if they did it because he order them to or if they did it because they did not want to be around the ACAVs with PAVN tanks in the area.

LT Blake directs the M551 to drive around the wood line and report what he sees. As the M551 reaches the crossroads, two shots are heard from a far and the M551 is seen to shudder a little bit before suddenly it is replaced by an orange ball of fire. This seems to jolt LT Blake back to fact that he is in Vietnam!  “Hard right turn, head back to the base camp!” LT Blake yells in to mic as the ACAV drivers obey. 
LT Curtis stands there with his jaw on the ground as the ACAV abandon him and his platoon as they drive hell bent for leather back for the base camp (Yes, Blake decided that running away was the best option and he rolled a critical command success! Amazing, the only time a critical success is rolled and it applies to a retreat!)

The crews of the two PT-76s let off a cheer as they see their shots caused an American tank to catch on fire.  In the bunker, Comrade Steve looked over at the dead PAVN soldiers in the rice paddies, “Their love for Uncle Ho was weak, that is why they died” as he said to follow comrades, “But they were still our brothers, these Americans will pay dearly.” With that, Comrade Steve trained his iron sights on an American machine-gun team and squeezed the trigger with deadly accuracy.

Losses: US: 6, PAVN: 1 (The US has now just reached it Breakpoint to start rolling for the force's overall morale.)

The view from the PAVN side at the stalled American advance...but wait, what is that in the distance


Turn Six  

“Hey, I can see those tanks from here”, the RTO points out to LT Pat after seeing the fireball in the sky from a burning M551. “Give me that handset, ‘This is November One-Niner Lima, I have an airstrike mission’” LT Pat spoke into the radio’s handset.

A South Vietnamese F-5 Freedom Fighter was vectored in on the mission and successfully drops napalm on the two PT-76s, knocking both out. LT Pat then convinces one of the braver ‘Slick’ pilots to come down and retrieve both him and the down crew from the previous Huey. 

As Comrade Steve is pulling out a new clip of ammunition, he drops it in the mud. Reaching down and grabbing it to clean off the mud, he fails to see the Americans jumping on another Huey until it is too late, it gets away from him. 

LT Curtis is still amazed that the cavalry just abandoned his platoon…it was going to be a long march back to the base camp. 

Losses: US: 6, PAVN: 3
  
The South Vietnamese Air Force to the rescue!
 
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The game was called at this point as two of the three US commands were no longer in the game and the PAVN was in very good defensive positions. As a joke, we gave Blake a 50/50 shot that he was going to be fragged by Curtis’ men at the base camp before he got cycled back to the US, he lived. Pat did not have to worry about be fragged as all of his command was dead. The other thing that we had joked about is that the Vietnamese (both North & South) had a far better kill ratio then the Americans…this was truly a 1972 American Army that was on the board. 

Hopefully this was a still a fun enough game for the American players, even with all of the horrible dice rolls.