Showing posts with label Rommel. Show all posts
Showing posts with label Rommel. Show all posts

Tuesday, 29 May 2018

Rommel Test Game

End Turn 6
In the first few Turns the British and Germans were getting stuck into a tank tit-for-tat on the (British) left flank, whilst on the right the Brits had eliminated the Italian forward positions and encircled the Germans holed-up in Sollum on the coast.

Sollum under seige


Turns 7/8 saw more of the same, with the tank battle seeing most units down to their last step - with a slight advantage to the Germans as they were getting +1 hit on each combat due to their superior tanks.

The Matildas go forward
At the end of Turn 8 an extra battalion or so of Kampfgruppe  Esebeck arrive. With no breakthrough on the L the British commander does a re-plan. Sollum is bound to fall, so for victory he just needs to take and hold the oasis as well. So all forces on the L are pulled back to defend the oasis. The Coast Bn which was in reserve on the R flank is road moved up to help, and as soon as Sollum falls those troops will also be moved up.

So the next few turns sees the British enact the plan and von Esebeck start to try and take the oasis, with other units providing a supporting role.

Sollum Falls, ~ Turn 11

As the battle around the oasis develops the British suddenly notice that the German gun line and supply depot is right in front of them and unprotected, so a "Jock Column" of a Matilda Sqn and Inf Coy is sent forward to reek havoc. They take out the Italian battery, but the German one escapes. They then camp out on the supply point, eating loots of sauerkraut and rendering all German units "isolated". In practical terms that just means they can't use a road move, so it stops any of their more distant units coming to the aid of the oasis fight.

"Jock Column" at right heading for the vulnerable depot and gun line
With the Coast Bn unlikely to hold the Brits thought they had a plan, with the Germans taking the oasis on Turn 14, the Brits retaking it on Turn 15 with the relatively fresh 1 SG just released from Sollum, and then reserving enough dice to hold it during Turn 16.

As it was the Coast Bn held on during Turn 14, and were then relieved in place by 1 SG. There was also a certain amount of gamesmanship with a Tank Sqn being left on the oasis so as to avoid Tank Shock.

So it came down to Turn 16, and the Germans making  literally the last throws of the dice to take the oasis. The Brits expected the Tactic that moves a unit out, and so had a dice ready for "quick reaction" to replace it , but instead the Germans played "no tactics", so all the Brit dice were useless and the Germans called down Reserve Arty and airstrikes to try and dislodge the Brits. Luckily on Turn 15 the brits has played prepare positions, so when the Germans scored 5 hits, 2 went on the prepared positions, 1 wiped out on the armour unit, but the SG companies were able to absorb a hit each  - so the oasis held and the Brits won.

The final battle





In the failing light (literally!) the heroic A & B Coy Scots Gds hold on!

Thoughts on Rommel

So, game over, and I don't think that my views changed a lot. A like what Sam Mustafa tries to do, in this and Blucher, and generally how he does it - you certainly can't fault the production quality - but there is always something that just doesn't gel for me. In Rommel I think its that it has the SAGA problem, it becomes more about how you muster your dice to achieve events and tactics that have no direct on-board presence than it is about moving the "toys" around. I really did feel that I could have played this SPI for no loss of interest, and actually for improved playability and usability. I also didn't particularly think the big squares worked for me, movement and actions were too coarse - even though I've found the 10cm hexes to work fine. There is also huge scope for gamesmanship I think, such as the anti-tank-shock example above (maybe that just good tactics) and also that in the attack on Sollum although I had a Bn on each flank I always attacked with 2 coy from one side and 1 coy from the other so as to get the "flank" advantage. If Sam really wanted to have a more grand tactical/strategic game I think we needed to the focus even higher, so Bn units to make table and events/tactics seem more equal.

Unfortunately I can't see myself racing to play it again - I think that Blitzkrieg Commander is still closer to what I want - so I may be rebasing all my new desert units after their first outing, or try them as-is on 4cm hex. I've promised myself a professional desert hex cloth, and then when BKC4 comes out we'll give it all a whirl again!





Wednesday, 18 April 2018

Rommel Test Game - STARTEX


Been a bit quiet here of late what with work, a book deadline on 30 April and various domestic issues which have seen my physical space for wargaming shrink a bit (hence smaller table above!)

But I have now got the Rommel introductory adventure of Op Brevity underway. Allies attacking from bottom, with objectives being the two oases and the port. The Axis have low grade Italians deployed forward, a German Kampfgruppe on the back line, and another due to come on at Turn 8.

In the first "turn" (i.e Allied then Axis turn) the Brits pushed an armoured thrust into the desert on the R flank, the Germans came out to meet them, but the Brits came off the better and the German's bounced off with the higher casualties.




In right-centre there was a British infantry assault against the Italians on the hills. It failed but at lest one Italian unit only has 1 HP left.



On the right the coastal force engaged the Italians forward of the port. Again Italians damaged but not eliminated.


End of Turn 2
Impressions so far ... not wonderful I'm afraid. The use of the Ops Dice and the range of Events and Tactics make it quite Saga like, you seem to spend more time worrying about dice allocation decisions and choosing a tactic to use than you do actually playing a "real" tactic on the table. Also the fact that tactics should be simultaneously revealed makes it not ideal for solo play.

In terms of game tactics you really need overwhelming force so you can eliminate a unit in one go, and that needs a combination of multiple units, ideally a flank attack, and the deployment of some good Ops Dice tactics. So it may become a case of orchestrating a set-piece or two each turn - which in some way may not be too unrealistic. We'll see.

Ops boards at the end of Turn 2. Whether to reset and draw 3, or just draw 6 but have filled tactics I can see being a big decision.



Tuesday, 27 March 2018

6mm North Africa force for Rommel complete




I've finally completed my 6mm North Africa force for Sam Mustafa's Rommel, and most of the scenery. Just the coast lines and hills to go, and to draw up the 15cm squares on the cloth! Should be ready to play after Easter.

The larger town - 1/1000th to better match the ground scale

8th Army infantry - note the knees!




Another view of the town





Afrika Korps infantry

Friday, 16 March 2018

8th Army Armour off the bench!

11th Hussars Honeys

The British armour for Rommel is mounted, labelled and off the work-bench. Also some of the scenery items. Last big tasks are the infantry and hills, and then time for a game!

The latest batch - just waiting for the Matildas - Caunter takes longer!

Crusaders of 7th Hussars - fond memories of the Airfix 1/72nd kit!

Grants of 2RTR - far nicer than the Lee!

An oasis - scenery only, and the "budget" palm trees

Supply base - one for each side