Showing posts with label Northwind. Show all posts
Showing posts with label Northwind. Show all posts

Saturday, November 12, 2011

First pics from the Con Game

US players to left planning their strategy.

The beginning of the US demise.
Basically, the scenario was designed too historically accurate and I hadn't adjusted the victory conditions enough to help the US out a bit. The 43rd Armored Division was lost, just like in real life. 2 of those lost because I forgot the arty rule that it only hits full AFVs on 6. By the end the German players had a better grasp of the game than me. Which is odd, 'cause I thought I had it down.

Also lack of clarity on spotting, LOS, how units are targeted, etc.

Also, it took a looooong time to get through the turns because some of the commanders were getting multiple rolls, a lot to think about for all the players, a lot of maneuvering, ??? Will have to look into it.

US player morale suffered greatly as game wore on and they just couldn't move beyond the town.

We got 3 turns in out of 8. Unfortunately, it soured me on scenario design. Unfortunately, because I would like to design more for the 12th AD. Soured me just cause it's tons of work that needs more work. Basically, I'll get over it.

Now, there were three games that I heard yelling (excited, cheerful, happy) coming from tables. In the past, I've played in two of the GMs games that were running these happy places. And, they're both good GMs. Says a lot. One ruleset is well tested and one is a major modified Rapid Fire. The other was Ambush Alley/Force on Force. Don't know the GM but both his games have generated shout and hollers.

Now, I've heard grumbling about some other games either from the GMs or players. Not terrible, just that the games didn't go well, scenario wasn't up to snuff, benign. But still not excitement and hooting and hollering. So, I'm not alone.

This leads me to a few quick thoughts - which I shouldn't be doing at this hour:
  • Design a smaller scenario or use a smaller scenario
  • Do like Jerry and Ed and design a small one and have two playings of the scenario happening at the same table. And the games last short enough that each player takes command of each commander in 3 playings of the game. For example, in their game there were 2 Unions Commanders and 1 Confederate. Basically, each player would play one command and then when the game was done, they would move to the next command. They had two playings just to get more players in. Really, it's supposed to be a big game. Take 4 hours. It appeared they had just a small part of a scenario or a well designed small one.
  • People suggested letting everyone have at least one command every turn with one possibility of doing something. (I'm not sure this is a problem because I allowed mulligans, so there weren't many first time failures.)
  • They also suggested I just let everyone have their turn and that's it. No friction - Hmmm. But it would limit the number of turns someone can do something. I could also limit the number of actions. Or, I believe Hail Caesar and Black Powder have changed the command structure. I should buy them just for this reason.

I'll still have to think about this. One thing I do wish: that I could get out there and do another one quickly to keep up the momentum and to keep growing and improving what I'm learning. 'Cause I think I like GMing more than playing.

Wednesday, November 9, 2011

Nordwind Con Game Summary and Play Aids

Below are the links to the mission summary and play aids (from the Blitzkrieg Commander site)
Mission Summary

2 sided Blitzkrieg Commander Quick Reference Sheet

Blitzkrieg Commander Summary Sheet

Final Map for Nordwind Con Game

Just 3 days away to the launch of Operation Nordwind, and what I'm most nervous about is the balance I'd the game.
I played the first two turns last night and it was not going well for the Americans, 2 Inf platoons and 2 tank platoons lost. Germans had lost the Stug.
Need to remember smoke.
Better half saw the table and was very complimentary of the way it looks. Cool.

Monday, October 24, 2011

Terrain Progress

American Engineer Platoon (4) painted, based, need id - bocage in background
Great progress in the last few days. The captions speak for themselves. Getting closer to being able to set up the table again...probably Friday night... I think, must check calendar.

Made bocage because I already had the hot glue gun heated up for my attempt at the smoke. I'm sure there will be a need for it in the future.

Smoke, bocage truck and engineers
Bocage: hot glued Woodland Scenics clump foliage to small popsicle sticks. Follow up with 50/50 or so glue/water mixture spread over them and sprinkle some woodland scenics flocking. Will paint the bases brown and maybe glue some sand to them.

Smoke: hot glue cotton balls, after a gentle shredding/tearing apart. Then sprayed them with matt rust-o-leum black paint - spray - very light dusting - that stuff comes out quick.

Engineers near new smoke and fire
The paper terrain is great, however, I'm having a tough time fiddling with the tiny folds and gluing them together. The buildings are tough, but the gun pits - crazy. I want more buildings for the con game coming up in November in St Louis. I probably won't mess with any more of the earthworks for now. I cut the ones you see out of the blue home siding insulation, painted brown, and flocked. More detail work is needed, but it'll do pig...it'll do.

Bridges are JR Miniatures. The gray ones are fine. The brown one is not so fine, but again, will do.

Sorry about the pics, iPhone 3G. I want to get these taken and posted quickly. So, the compromise is made. I took some test photos with coworkers iphone 4S. Wow! close ups will be great.
Bridges near complete
First attempt at trench and gun pits next to paper terrain

Monday, October 10, 2011

Nordwind Minis Progress

Was unable to do any work this weekend, so now, I'm having to work like crazy during the week.
Tonight:
Painted camo on Panther Company
and depleted assault gun battalion (5 hetzers, 2 stugs, and 2 Jagdpanthers)
Also painted olive drab shirts on Engineer Battalion (such thing?)
and volksgrenadier/late war Battalion
and 6 gun crew
and 3 spare HQs
and 2 stands of PanzerShreks
3 stands of COs (one engineer, one panzer faust, and one generic)
3 stands of observers
3 HMGs
4 L/MMGs

Also painted tracks on 76mm Sherman company.

The details on this set of tanks is incredible.

Will also update my spreadsheet.

Sunday, October 2, 2011

1st Playtest of Nordwind Con Game

Harry really wants those Pz IVs now.
 First playtest and run through of the rules happened on Thursday night. My two generals were Harry for the Germans and Bill for the US. Both are veteran miniature players but had never played BKC II before. It was a good test for me to see if I could explain the rules in a clear enough manner to get a couple guys playing.

 I would say I was successful getting the rules out there. Took a little longer to make it happen, but they grasped the basics clearly enough. It took longer, because I was still working through how much and what I wanted to say.  I just need to outline the order I want to cover things and make it more succinct.

They actually played the game for 4 hours and we only made it through 3 turns. Now, there was only two of them and they had a lot to command. Bill, US,  for example had 2 infantry commands, an FAO, the CO, 2 Recces, and a tank command. Then on turn 3 he got another infantry and another tank command. The Germans are very similar.

Harry (l) and Bill contemplate next moves.
It's a lot to command, especially when you're learning the mechanics of a new game. I mentioned that it might go a little quicker with 2 more players. They could all be thinking about their moves while the other active player it moving. Bill thought that it might actually take longer - more guys to stand around and BS - I'm leaning his way now.

The only special rule I had was that fog was thick the first two turns, allowing only 30cm spotting. I raised it to 50cm in turn 3. 

So I've got some serious thinking to do on the size of scenario front. Size of map. Suggestions and thoughts:
1. Smaller Herrilsheim - the city is now made up of 14 separate BUAs. Perhaps just have 3 stone/brick ones (bigger) and 3-4 smaller ones.

2. Make the map smaller. or

3. Place the units closer together. For example, the US troops that come in on turn 3. Have them come on in turn 2. More aggressively, start the game as though it is turn 2.
3a. Have the Infantry company, 119th Engineers that come in with the 23rd AB just be tank riders. It initially eliminates a command so the player doesn't have to control two commands until they disembark.

4. If I decide to start the game on turn 2 or 3, Have the Germans who start off board in the town of Offendorf offboard, have them come in on the new turn 2 and just put them on the edge of the city so they can get moving right away. In the game we played, the German got a command roll and moved into the city. Got another command roll and got to the edge of the town, then rolled a blunder which took them back to the edge of the other side of town.

Mistakes made:
1. Forgot Initiative and Opp Fire penalties until turn 3. Want markers for these anyway to help me remember.

2. Had FAOs call in multiple fire.

Other concerns/questions that came up:
1. They were amazed at the size of the arty templates. Frankly, I'm amazed by them as well and that's using the smaller ones listed in the optional rules.

2. I probably won't worry about deploy actions for mortars and IGs. Simply to save time and get people shooting sooner.

Things I need to make:
1. More rulers, clearly marked.

2. Copies of the weapons charts - and draw lines on them so they can read across the lines more easily.

3. Save chart - save values for various buildings etc.

4. Communication Marker to know if Recce can do anything that turn. Perhaps even a reminder what they did.

5. Make initiative and opp fire markers

6. Make the blunder sheets for the longer term effect blunders.

7. Make a more clear mission sheet.
US Major victory - 1/2 of Herrislsheim, 2 of which is a big block (stone concrete block)
US Minor victory - Hold what they have (will have to determine this)
US Moral victory - survive the game with over half of the fighting units on the table.

German major victory - All of Herrilsheim and 7 tanks destroyed or off table and still hold Steinwald forest.
German minor victory -  Hold 1/2 of Herrisheim 2 of which must be stone concrete blocks and destroy 7 tanks.
German moral victory - Hold 1/2 of Herrilsheim.

The guys said they had a good time and would play again - that's good! I just need to tighten it up - a lot.

Monday, September 19, 2011

GMing -Wip first turn disaster and update

View to the South, toward the forest, The Steinwald
I decided, since i had the table in it's first set-up to try out the minis on the table and to see how it fares for the tank company coming from the South. Not good at all. I narrowed the vision at 50cm because it was foggy and hazy during the attack. Didn't matter.  I simulated two turns, the result:

The company moved away from their entry point, at about a 45 degree angle. No differnce, the Stug fired from the woods, adding 2 extra attack dice because of flank and half distance shot. 3 hits and suppressed from opp fire. The pak40 fired and had 1 hit, no suppression. The 88 hit 3 and suppressed. The Germans destroyed 2 tanks during their turn.

North is Up
The US failed their command roll - stuck in the field!!! The German turn, another tank destroyed, and one with a hit and no suppression. Turn over and 2 platoons left to make it to Herrilsheim to help root out the Germans...where there's a Jagnpanther and Hetzer waiting, with a pak40 and troops. And then a turn or two later a company of Panthers and a company of IVs. Of course, travelling with this group is going to be a company of Engineers.

Thoughts on making this a fairer fight, make sure to bring in smoke. This group will have an FAO.

Should I bring in aircraft? I was wanting to avoid it for simplicity sake.

Other update - got those German and US tanks primed. And a date set for my first playtest.

Also, worked on some paper terrain and realized that I don't have the patience for that and want to get more done before the con. I've contacted a paper/book artist to see if I could pay a bit to get these done for me. Ridiculous I know, but time, time, time.

Still waiting my answer on the Hotz Mats. But I did hear from someone on Tmp that the company I was trying to think of was www.theterrainguy.com.  See pic at right. Little pricier for the mat, but I don't know about the price Hotz might charge to make the mat white and brown.

Wednesday, September 14, 2011

Where was this article a couple weeks ago?

From the Lard Island News Blog
Found this blog post on designing a historical scenario for IABSM, by Too Fat Lardies. (New edition is coming out soon and it looks incredible. Especially compared to the 2nd edition I just bought a few months ago and have never played. I'm okay with having never played them because I enjoy reading rules. However, when I bought them I liked the idea of the card mechanic and being able to recreate smaller actions of WII - and they have so many scenario books. But once I got it and began reading it, I just couldn't get it.  The strangest thing, things like the way big men worked, just didn't click. But seeing their new pics of the rules, I believe a lot will be answered and alleviated. )

Anyway, this looks to be a promising set of blog posts about designing a scenario that I will follow closely.

Tuesday, September 13, 2011

Beginnings of the map

Captured the image from Google map. Made each square equal to 250 meters.

A 6'x5' table represents approximately 3.64km x 3.04km.

Little bit of work to do.

Link to the document is here.

GMing continues - German Army list - first run

Here's my attempt at the German list. It is tough to not include everything. Their list represents 4,355 points. Technically, they're on the defense...but then on the attack. But in real life, the Americans were surprised by the opposition in Herrilsheim. They thought there were 500 odd troops of questionable quality. When in fact there was at least a Battalion from the 553 Volksgrenadier Division.

I've reduced them a bit and also the US troops to represent the losses they'd taken earlier in the day. Also, I've represented a spattering of units because it appears there was a variety of equipment and units available. And I couldn't resist having 1 platoon each representing a Assault Gun Platoon.

CO (CV9)
FAO (CV7)
1 Recce Infantry
1 Recce (Sdkfz 250/9)

Elements of the Regimental Guns (placed in the outskirts of The Stainwald forest and on a railroad embankment)
HQ (Cv8)
1x IG, 75mm, IG-18 (Gun Pit)
1x ATG, 75mm, Pak-40 (Gun Pit)
1x ATG, 88mm, Flak-36 (Gun Pit)
1x Heer Conscript Platoon w Panzerfaust (Trench) (Attached from 3Co/553)
1x MG-34/42 (Trench)
1x 81mm Mortar
2x Trucks
1x JagPanther (Assault Gun Platoon attached from Jagdpanzer-Abteilung von Luttichau)

In Herrilsheim (1st and 2nd Cos V/Regiemtn Oberrhein/553 VG Division)
2x HQ(Cv8)
6x Heer Conscript Platoons w Panzerfaust
2x MG-34/42
2x 81mm Mortar
1x IG, 75mm, IG-18
1x ATG, 75mm, Pak-40

HQ (CV8) (2 platoons from Jagdpanzer-Abteilung von Luttichau)
1x Stug-III
1x Hetzer

Beginning offboard from Offendorf elements of 10SS Panzer Division
1st Company
HQ (Cv8)
3x Pzkpfw V

3 Company
HQ (Cv8)
3x Pzkpfw IV

Now here's a crazy thing I've added because of the following story and I thought it would be fun for the German player: there was a Wittman like figure that emerged for the Germans. Erwin Bachmann basically lead a couple of Panthers into Herrilsheim from a motorcycle (carrying a panzerfaust) and ended up destroying 7 Shermans and capturing 12 more. They would later be used in Russia.

To represent this, I thought I would throw an HQ (CV9) and 1 Panther in Herrisheim in some turn to see what kind of damage they could do.  Just a thought

Images from Wikipedia and http://beute.narod.ru/Beutepanzer/us/M4_sherman/m4-75-sherman-01.htm


Tuesday, September 6, 2011

Google Map of Herrilsheim

Not much more to say here, but here's the modern day map of Herrilsheim and surrounding area.


View Herrilsheim, France for WWII Research in a larger map

GMing Con Game Operation Nordwind US List 2nd run

Wow, some great help/inspiration came in while chatting with a group on The Miniatures Page. (side note: I can't tell you (actually, I can) how many people come to the site from TMP - It blows away any of the other sites I post links to. BIG difference.)

I decided to move the part of the battle I was going to simulate to a later time of day - essentially in the middle of the day as right in the middle of the fight. I understand a big part of playing a game is the ability to maneuver and get your troops in the proper place. But I'm just not sure I've got time for that.

It also helped me to narrow down my US forces - I think:

CO (CV9)
2x FAO (CV8)
2x Recon (Not sure where these will go.)
1 M8 Scott (Not sure where yet.)
3 Batteries of Priests (105mm)

HQ (CV8) - 17th AIB A and C Companies
6x Green troops with Bazookas
2x MMG Support Units
2x 57mm ATG
10x M3 Half Tracks

HQ (CV8) - 43rd AB Remnants after a terrible prior day and morning)
2x M5 Stuarts
3x M4, 75mm
2x M4, 76mm

HQ (CV8) - C Company/119th Engineers fighting as infantry
3x Engineer Units with Bazookas
1x M3 Halftracks
2x Trucks

HQ (CV8) - 23rd AB Remnants after rough morning attack - actual orders called for them to go through Herrilsheim but they ended up fighting with the 43rd and 17th in the town.
2x M5 Stuarts
3x M4, 75mm
2x m4, 76mm

4,105 points. I feel pretty good about this. Probably 2 too many HQs,  but I want both players to have control of two just in case of blunders.

9-13-11 - Made a change on a couple things after conferring with other forum users. Took 2 HTs from the engineers (there was usually just one per company) The other platoons traveled via dump trucks and other equipment. However, this unit, during this battle was loaned to the 23AB to support them as infantry. So, I would assume they rode in trucks, HTs, walked or Tank Road.

I also changed on the BKC battlegroup builder in that I had accidently inserted 4 Recce M5s which bumped up the points a bit. So, the total points went down a bit. In a soon upcoming post, you'll see the Germans outnumber them by about 400.