Showing posts with label Jim Owczarski. Show all posts
Showing posts with label Jim Owczarski. Show all posts

Tuesday, 30 May 2023

Spearhead - Could it be the one? - WWII Rule Sets.

Could Spearhead, in its unadulterated form (shock horror), be the one? As in the "playable" WW2 set of rules I was after for all these years? (see below, if you are old like me you will probably remember this baby):


Intuitively it may seem to be a step back, as I remember all those wargamers I knew who had played Spearhead (and there are a lot from pre-2000, as it is an old rule set and was very popular in its time), who had enjoyed it but bemoaned the simplicity of the d6, so guess what - they introduced their own rule modifications (using d10s and some form of variation of morale break rules to allow remnants [as opposed to battalions break and disappear] like DBM to survive, but dwindle away giving token resistance). In fact I know hybrid Spearhead and Command Decision rule-sets were devised for 20-30 player Mega Games, as I have good friends who participated in them during the early 2000's. For one reason or another I too seemed to have discounted it, but in my greying years I see complexity  for the sake of it, over simplicity to be generally a bad thing now (increasing dice rolls and playing time for no real gain) and I am tending to go the other way, more focusing on decision making. I remember James Sterrett's quote, "All models are wrong, but some models are useful"). The above struck me as I was watching online some Nimitz games by Jom Owczarski and noticed he also did some Spearhead videos too (see below, the appealing bit being they are "double blind" with an umpire, which seems to be the magic ingredient and the secret sauce of success - let the players play):
I am intrigued to give it another go, in its basic form with an umpire (although sadly without the mechanical assistance of the Table Top Simulator magic). I also think it is best played below a divisional level, certainly with no more than two battalions per player. Watch this space ;) 

Thursday, 18 May 2023

Nimitz - Operation Freya (1/3000 Ships)

At last a use for my 1/3000 WWII Navwar naval collection (huzzah), the Nimitz rule set and its hypothetical introductory scenario, Norway 1940 - Operation Freya a RN v KM battlecruiser clash, let the dice roll and decide history (see below, slowly collected over many decades part of my 1/3000 collection which I consider as an ongoing proect): 


I guess the intention in the scenario (from Sam Mustafa's website download section) is to be a WW2 version of a Dogger Bank 'fast and furious' battlecruiser clash, with one side (RN) having destroyers and one side (KM) having a light cruiser, both sides having something capable of firing torpedoes (see below, the ships were fast out of their starting blocks with the KM hurling caution to the wind and sending in their light cruiser [Nurnberg] for a torpedo attack on the RN Hood and Repulse): 


Nurnberg was crippled and sunk, but her sacrifice was not entirely in vain (as the RN battlecruisers paid her some main armament attention) as she allowed the Scharnhorst and Gneisenau to deliver painful blows to the Mighty Hood, taking structural points away (see below, one crippled RN destroyer stays attending to the British main force [aka hiding], while the two healthy attack the German battle cruisers [gulp]): 


With HMS Hood suffering yet again (and the British return shells bouncing off Krupp armour) t'was "the better part of valour" this time for the British as they retired off table under cover of a threatened or rather attempted torpedo attack (see below, the rules showed the nice premise of a running battle - jumping between tactical and operation game boards was possible - something previously hinted at but not really supported by other tactical rules sets): 


I liked the scenario (and the way Nimitz was playing [without cheese]) so much I decided to play it again, this time over at a friend's house who had a much better "sea mat" than me! In a short summary, the British need to get lucky early or the German armour works in the KM's favour over the course of a long range gunnery dual. Note, players don't seem to be the classic missing smoke-screens, not just yet at any rate (see below, in the first run through we forgot about rolling the "dice for advantage" [I like this little tweak] - nothing is equal so KM rolled well enough to "have the advantage2, so they can watch the RN set-up in a limited "floor space" and choose their angle of attack from anywhere in their half of the board (see below, the RN force opt to make a high speed run [hence the yellow counters on their ships]):  


The RN strategy is "run fast, shoot with a full broadside and then get lucky" whereas the KM felt an uncontrollable urge to charge at the enemy with the Nurnberg - two separate [unrelated so I don't think it's genetics] German players did this (see below, in the exchange the Scharnhorst suffered light damage [structural] and the KM player learned it pays to "move fast when you can" because you are harder to hit - even if it makes your shooting slightly worse): 


The Nurnberg meets a watery grave from a bucket load of torpedoes from the leading RN destroyer (which was crippled in the process - a medal for someone) - Nurnberg's back was broken and  she went straight down (see below, he RN's strategy was working for two thirds of their battle plan - keep going fast, shooting away with full broadsides but alas missing with their shooting - whereas the KM just "got lucky" and HMS Hood (that fateful old girl) suffered accordingly, losing lots of structure points and a nice 15" turret to boot):     


A RN admiral discussion concluded that whereas the German armour was saving them from serious damage and the Admiralty would like to get HMS Hood back to Scapa to be repaired (see below, the two fresh RN destroyers were able to chase the German battlecruisers away as the RN battlecruisers disengaged):  


After seeing what torpedoes can do to KM ships the German admiral was satisfied to claim honours and retire just after the British had retired from the map (see below, the game worked really well, credit to the Germans in both games with sound tactical victories - note in the Halsey campaign this would be set up for a nice running battle over several encounters and other Task Forces trying to intercept [or hide if you were a convoy], all good stuff): 


This all bodes well for this rule system methinks and future battles. Nimitz is easy to pick up, fun to play and gives more or less, plausible historical results in a much quicker time than the likes of GQ II (my previous preferred WW2 naval rule set). I can recommend watching the SaturdayNightFights of the Armchair Dragoons fame, playthrough of Operation Freya: