Showing posts with label Frank Chadwick. Show all posts
Showing posts with label Frank Chadwick. Show all posts

Friday, 1 September 2023

Benghazi Handicap - Command Decision - WWII North Africa Campaign Source Book [Including Command Decision Scenarios]

Sigh. I finally caught this one. Whenever I had looked for it before, it had eluded me - so when I saw a copy of it at Cavalier Books, I jumped at the chance (see below, Frank Chadwick's masterpiece on the early part the Western Desert War): 


This is my designated playground for 10mm play ground for Pendrakon miniatures, although I do have my old Airfix, Matchbox, PSC, Italeri/Esci collections of 20mm toys that can be used too. I am a sucker for the clanky tank era and this theatre of operation was full of them (usually in a state of burning).

Yes, Command Decision is back onside for me! In truth I never felt it had really left ;) 

Monday, 24 January 2022

Beda Fomm - Board Game Play - Play Testing

You read the set of rules, they seem straightforward (but even ten pages can contain a lot - now don't get me talking on DBA's six pages of simple rules needing seventy two pages of fan based explanation spanning several years of collaborative argumentation - over the meaning of rules after well-meaning and competition gamers get their mucky little hands on them) but until .. you get the playing pieces out on the board and start moving them around .. you don't realise the limitations of the brain's short term memory in understanding stuff. All good fun when play testing with friends though (see below, Beda Fomm set-up after what we thought was an accurate turn one - but looking at the board, flicking back to the rules and then reading the small print we realised "how wrong we were"): 


In the above you see an overuse of the "Move - No AT Fire" marker - which looked messy and we thought that cannot be right. Reading the rules again we find this isn't needed for all troops as not all troop types have AT fire capability (makes kind of sense). So particularly with respect to infantry, AT and Artillery if they do have inherent AT capability and they move they get a marker (tick). Art, AT and Regular firings are split out into different phases so this is an  fiddly but important "aide memoire" for the game (and as I sit typing I could not tell you for sure if that also applies to armour - I don't think so as it represents set-up time for guns etc but I will have to check). 

Secondly stacking limits really make this a "puzzle game" (as per the comment in the video I watched), but the Italian has some crazy "battalion sized truck units" (that represent feeing Italian non-fighting admin units) that have "minimal combat value" (aka the mighty "1") and serve mainly to get in the way of Italian unit movement and be VPs for the British and Commonwealth player. As it is a battalion size it will block another battalion from moving through them on the road - but the Italian has the option of "parking by the road" (stacking value zero but an auto kill if in combat). On the game test we even read simple movement values wrong, as we saw one Italian unit had a movement value of eight which translated into thirty two road hexes (wow) .. but only as we were packing away did we discover other units had a value of six (twenty four road hexes) so the convoy would really have travelled at the speed of the slowest unit until "first contact" with the enemy. This meant that the above board is wrong and a turn one encounter is impossible which also explains why our first move looked so unhistorical (as historically British and Commonwealth infantry blocked the road while the armoured cars prowled the flank shooting up "parked" lorries - but as we were playing it, the infantry would not have time to get there). 

As a design comment I can so see Frank Chadwick's interest in morale (which came through hard and fast in the later Command Decision set[s] of rules), as each formation (not counter) has its own morale tracker. Some of the Italian (mostly infantry) start really low at 6 (and as morale checks are equal to or under this value on 2d6, they are already behind the curve). Lots of combat results ask for "morale checks", lose one and you can die or retreat - and losing a morale also check means your formation "morale tracker" goes down by one and as continual combats keep asking you to pass a "morale check" - life becomes very hard vey quickly, which makes a nice vicious circle. With all these vital statistics captured on the board with small counters on tracks, it is a game that you don't want to play around cats or small inquisitive children! Nevertheless I am looking forward to the next game test when we move onto a bit of combat. I am interested to see how the game plays for the first five turns as the game quickly board fills up with Italians facing Combeforce (the RTR start arriving for the British and Commonwealth forces at the start of turn six). 

Note: The goals here are to (a) play the game in full 'correctly' and (b) spot battalion+ sized vignettes on the table top in Command Decision.

 

Sunday, 16 January 2022

Beda Fomm Board Game - YouTube Game Report (1979 version)

https://www.youtube.com/watch?v=T7TBpoAj1Qg

Found by a friend for me, amazing what is out there on the internet!

Interestingly this was for the 1979, not 2010 version! Point taken with respect to it being a scenario specific puzzle game based on the uniqueness of he Beda Fomm circumstances rather than a generic battle system. 


Thursday, 13 January 2022

Beda Fomm Boxed Game

A few weeks into 2022 and already there seems to be a steady meme or theme to my interests emerging, aka around the battles from the early Western Desert 1940-41 with the Western Desert Force taking on the Italians 10th Army. I was just thinking out loud to myself on a previous post of pushing this thought experiment forward, along the lines of perhaps revisiting the old Command Decisions rules set (aka Frank Chadwick) .. Benghazi Handicap being long out of print and circulation (but there is a Beda Fomm scenario on the Command Decision: Test of Battle website). Then out of the blue a good friend (who read the earlier blog post) sent me a special "surprise" package through the post - a very, very relevant game called Beda Fomm. This is an absolute gem, being a Consim Press 2010 republished version of a 1979 game from Frank Chadwick [yes, of my favourite Command Decision fame .. but note the year "1979", this is pre-Command Decision I publication date, but reading the game you can clearly see the influences coming through that he tool and emerged/developed into Command Decision miniature rules set]. Please see the Boardgamegeek links below for more detail (see below, and it just goes to show that a "good game" is still a "good game" no matter the "age of the game"; the difference between the two edition just seems to be more of map and counter production quality not rules):

1979: Original

https://boardgamegeek.com/boardgame/6914/beda-fomm

2010: Re-Published

https://boardgamegeek.com/boardgame/72941/beda-fomm

There is some lovely evocative box art too on the new game too, along with excellent quality counters and maps inside (see below, you have got to love seeing those MK VIs tin-can light tanks looking busy as they boldly go striding across the desert): 


The actual game map (or battle area) is only a very small part of the Western Desert as the battle came at the very end of Operation Compass - when the Italians were in full retreat and was in effect a brilliant "closing the door" swinging movement of British armour from out the desert which sealed the fate of the Italian 10th Army once and for all in Cyrenaica (see below, the map; the plan is to play the game to see where the battles occur and then put this area of interest onto the table top under "Edition One(?)" Command Decision [CD I]): 


Note:
All this Western Desert Force interest in 10mm means that there has been lack of painting progress on the15mm Malburians - they are "furloughed" as such for the time being, but rest assured their time will come.

Breaking News: Somebody else seems to be doing something very similar to me in 2022! Lovely terrain, some nice 6mm models and Command Decision (IV) Test of Battle, see link below: 

Thursday, 5 April 2018

Command Decision "Test of Battle" CD4 (or rather CD4.1)

I knew it existed but I had never bumped into it at a show or wargames show and by the time I tried to buy it on-line it seemed to have 'long gone'. So I kind of snapped it up when I saw it advertised on eBay. Reading the bumf I see that it is officially termed Command Decision 4.1 (dated as 2012) because it is a re-edit of the first production run. Good enough for me (see below):


Glimpsing through it says there is lots of extra stuff to download from the web-site (stats charts and scenarios). A few of the core mechanisms I was happily reading about in CD3 seem to have been surreptitiously dropped. In no particular order. Turn time seems to have gone from 15 to 30 minutes. Rather than number of hits to kill it seems better troops are harder to kill. Spotting goes deterministic. Artillery suppression rather than casualties is a "new" concept.

All I want to make sure I "play some games with it" rather than just add to my collection of  wargame rules ;)