Showing posts with label miniatures. Show all posts
Showing posts with label miniatures. Show all posts

Sunday, August 10, 2014

Charge! Polish cavalry tackles tanks in AAM



When I was in elementary school back in the 1960s I had several of the How and Why Wonder books. One in particular that I still remember vividly was the one on World War II. It had, as I recall, a dramatic illustration of Polish cavalry being attacked by German aircraft.
So when a new player of AAM suggested he’s like to try a few DYO scenarios I thought I’d make it interesting by picking one of the minor Allied powers to face his Germans. I happened to have a bunch of Polish cavalry that had never seen the table, so I designed a build that used them – and almost every other 1939 Pole I owned. Actually a few more, as I bought a few more to fill it out from 12-7 games.

Although not intentional, our mutual OBs ended up being reasonably historical, representing a good facsimile of an encounter between the German 3rd Light Division and a Polish Cavalry brigade. About the only departure was the inclusion of a stray Polish 7TP tank.  The German build was 151 points and the Poles were 174, given the 15% bonus for being an all-Polish build.
So, the Polish force comprised the following elements:
10 x Polish Cavalry
9 x Polish Mauser
5 x TKS Tankette
4 x 37mm ATG
4 Minefields
3 x Polish officer
1 ea 7TP tank, Ammo Dump, HQ, and Pillbox
This approximated a Polish cavalry squadron, an infantry company, an anti-tank battery, a tankette platoon and supports

The German opponents were:

Two infantry platoons, each with 1 SS Leader, 3 Mausers, 1 MG34 and a Lt Mtr.
Two tank platoons, each with a Pz IVA and two Pz 38(t)
Air support with a Disciplined Spotter, one Stuka and one Bf 109E

The Poles had to set up first. We used Map Configuration 1 “Villages” Alternate Map layout from Page 7 of the Expanded Rules. The Poles selected the “Left” edge (the side with the numbers) which placed them closer to the objective and gave them some woods, hills and hedgerows for cover.

The cavalry set up in the left woods, ready to advance through the woods and hills in that sector. The HQ and pillbox were to their rear.
On the ridge and central woods were the Polish armor and two infantry platoons.
In the hedgerow field on the right was the ammo dump, the ATG battery and the remaining infantry platoon.
The minefields were set up to block the gaps between the woods on the German side of the map.

The Germans set up with one infantry platoon on the far right in some woods and the other in the central woods behind the small pond. Each platoon had a Pz. IV in support.
The Pz 38(t) all set up on the German left flank, with the Disciplined Spotter.

The Germans won the initiative, which they generally did through the battle. The Poles advanced all along the front, occupying the central village and taking firing positions. The German armor advanced, while the infantry held back for now.

During the first Air Phase the German fighter targeted a cavalry squad while the Stuka took aim at an ATG. Here the Poles caught a vital break, as excellent shooting by two Mausers attached to the ATG actually shot down the Stuka! The Stuka’s destruction of the ATG didn’t make up for this.  In fact, the Poles continued to have good luck with their rifle fire, twice managing to disrupt the fight later in the battle. As a consequence, out of a theoretical total of 14 air strikes the German player only got to implement six! It’s quite likely that this represented the winning difference in the game.

The Polish cavalry in the town was quite chewed up by the nearby German infantry, tanks and fighter aircraft, prompting the Polish commander to pull back the surviving platoon for the time being.

Near the end
On the right the German Pz. 38s tested their luck against the 37s and came out on the short end of the stick, losing three tanks. A big help in the effort was the ammo dump. Eventually the German player took out the dump with the fighter plane, but by then the damage had been done.

The Polish tank didn’t last long, dying in the first exchange of fire, but the tankettes proved surprisingly robust. While the Germans destroyed four and damaged the last, the TKS managed to swarm and destroy one Pz. IV.

Once the Germans numbers were reduced the surviving Polish horse was able to re-enter the fray and do some damage. Among their highlights was sobering one of the German leaders in the woods and shooting up the rear of the last Pz 38(t) after it was damaged.

The game ended with the Poles in secure command of the objective with most of their surviving infantry and leaders. Also surviving were two cavalry squads and two ATG. The Germans had one infantry platoon and the fighter remaining.

Some good luck against the planes was responsible for a surprising Polish victory.

A few thoughts on the Polish units based on this fight:

The Polish Cavalry’s forte was mobility, but they are very fragile. An overly aggressive opening move cost the Poles half their cavalry on Turn 1. More circumspect usage thereafter resulted in them doing good work. A key tactic was to disrupt the target hex and move in during the following turn’s movement phase when there wouldn’t be defensive fire.

The Polish Mausers are your regular AAM standard infantry platoon.  This worked to their advantage because the more colorful units such as the cavalry, tankettes and officers drew fire. At the end of the day, however,  the Mausers were the key to victory, shooting down the Stuka, disrupting the fighter and capturing the objective

The Polish Officers were a disappointment. While only 1 less initiative than the Germans, they only won initiative a couple of times, and once was on a HQ re-roll. Their Coordinated Fire Ability was only used once all game because the officer only has a range of 1.

The 37mm ATG were killers. Every bit as good as similar weapons in other Early War armies, they were devastating against the light German armor. They really had no drawbacks outside the mobility restrictions of the type.  They achieved a 5-1 kill ratio against the German tanks.

The TKS tankettes were also useful. They proved distracting to the Germans and managed to hold their own against the German armor, destroying on Pz IV and contributing to the death of the other.

The ammo dump was very useful and the Germans made  a mistake by not trying to take it out earlier. The Poles seemed to roll an awful lot of “1s”

The 7TP, in contrast, didn’t accomplish much before it died. It was taken out in the first volley and only managed to disrupt a Pz IV.  A single light tank isn’t very useful.

The HQ also didn’t accomplish a lot. One initiative loss was turned into a win, but the other rerolls failed. The pillbox wasn’t tested, largely because the HQ wasn’t deemed worth killing by the Germans. The minefields created a minor headache for the Germans, but nothing notable.

Overall it was fun to finally get to use my Poles, but they aren’t really a competitive build, even with the 15% bonus. Against a more experienced German -- or one with better luck -- they could be expected to lose more often than they win. It’s a very one-dimensional force and one that is especially vulnerable against an armor/air build.


Tuesday, March 19, 2013

Guadalcanal Diary -- AAM style

Co. B, 5th Marines, upper right, and Co. L, 5th Marines, lower left, prepare to advance 
As has been my practice, when I recently revisited the official Axis & Allies scenarios GC-1 & GC-2, which I played together as  a combined game, I revised the OB to account for units now available that were proxied in the early scenarios.

The twin scenarios are unusual, as each half of the scenario has the same OB. There was no need to adjust the Japanese OB, which is comprised on one Imperial Sergeant, four Arisaka Rifles, one Type 89 mortar and one Type 92 machine gun per group.

The American side, on the other hand, had a couple of appropriate substitutions. First I substituted Marine Riflemen for the M1 Garand, now that Marines showed up in Contested Skies, which seems appropriate as the two American forces involved are Co. B and Co. L of the 5th Marines. THe North Africa set finally gave us the M1919 MG to replace the Vickers MG that did so much duty as  a proxy for Allied machine guns in so many scenarios. Each company is comprised of six Marine Rifleman squads and one M1919 MG section. Rounding out each company is the one piece that didn't need changing from the originally published scenario -- the Mortar M2 at one per company.

As the Marine Rifleman cost the same as the M1 Garand and the M1919 MG just on emore point than the Vickers, I daw no need to adjust the Japanese OB for balance.

The maps are the basic Able-2, Baker-2, Charlie-2 and Dog-1, but heavily modified by scenario special rule to turn almost the entire map into LOS-blocking, cover roll-providing terrain. While some hills and town hexes remain unchanged, many others and all clear terrain are turned into forest hexes. As the Forest (Jungle) terrain type had not yet appeared when the scenario was published I left the terrain effects unchanged as "Forest," judging that the mobility hindrances of the later terrain type would have made the scenario unplayable.

This unusually close terrain meant that the mortars and machine guns on both sides lost most of their utility as there were few places where they could fire more than one hex away. The same factor robbed the Marine Riflemen of most of their advantage over the Arisaka Rifle units. The game was going to be a knife fight.

The SA of the Marine Riflemen -- Gung Ho -- seemed to have some promise as it might deter some Japanese attempts to close into close combat due to defensive fire.

The marines have to set up first, so I took that side. I set up the L Company on Baker-2 next to the pond, figuring it was the only place where I might get some ranged shots. B Company set up at the edge of the Hill on Charlie-2. One Japanese platoon set up in Matanikau Village on Dog-1, while most of the other platoon setup just east of the edge of Matanikau in the hexes of Charlie-2 that looked like village but were scenario defined as more woods. The only exception was one Type 89, which set up in the march next to the pond to get a first turn pop shot at the Marines across the pond.

The close terrain, limited mobility of both sides and objective-oriented victory conditions meant there wasn't a lot of fancy maneuvering. Both Marine companies advanced to contact, while the Japanese platoons avoided it until Turn 3, except for the Type 89 mortar by the pond, which was quickly eliminated. Turns 4-6 saw the Marines and Japanese in a heavy firefight along the edges of the villages and the Marines slowly attempted to surround it in order to get Enfilade Fire bonuses (We used the Expanded Rules except for the deadly defensive fire option. ). The Marine succeeded in getting the bonuses but didn't succeed in rolling well enough to take advantage of them. One particularly bad turn of fire saw the Marines fail to do any fatal damage at all and I considered this the turning point of the game, as the Japanese slowly won fire superiority.

The last couple of turns saw desperate attempts by the Marines to salvage something but they fell far shot and, as  it turned out, the final outcome as the Marines were left with a  sole surviving Marine Rifleman squad facing three Arisaka Rifle and one Imperial Sergeant at game end.

It was a good scenario and seemed very evenly matched. When I had played it out solitaire a couple of time each side one, so I it appears well balanced.

Monday, July 18, 2011

Losing faith

Yep, I'm beginning to lose faith that the official published "historical" scenarios got play tested at all.

Our latest challenge to the faith involved one of the two scenarios that came with the North Africa 1940-1943 Map Guide: Operation Battleaxe.

Now, it looked to be a promising scenario as far as entertainment went, with a grand total of 17 AFV between the two sides and three maps to fight over, but even as I collected the tanks needed for the scenario I had my doubts about the German chances.


While, from a point value perspective, the Germans had an edge, 125 points to 100, but the British had Matildas! I strongly suspected that this would be the key fact about the order of battle. As has been my practice, I adjusted the order of battle to reflect that more historically accurate pieces have become available since the scenario was published -- in this case I substituted two DAK infantry men for the listed Wehrmacht Veteran Infantryman units listed. I didn't adjust the British OBeven though the Germans were down 2 points because I didn't think the difference was enough to warrant it. As events played out the differences between the units would not have mattered.

The first game of the match I took the British. The German objective was to either capture the town or have three units on the road at the end of any turn. I judged that the town victory condition was likely to be moot, because if the Germans were strong enough to take the town against resistance then they'd undoubtedly be strong enough to have three units on the road.

So I placed two riflemen in the town to prevent the Germans from simply waltzing in, while the 2-pounder anti-tank gun and the third rifleman prepared to occupy the small knoll southwest of the town. The Matilda troop set up near the town while the Crusader troop was to the East. My basic battle plan was to rush the Crusaders forward to give the Germans pause, but avoid a decisive engagement with them until the Matildas came up. The ATG was going to backstop the defense against any leakers. The Germans set up in line abreast across the bottom south end of of the map, with the tanks on the right.

The ensuing battle went more or less according to plan. The Crusaders did rush forth. The Germans advanced cautiously in the face of a couple of Overwatch markers and soon enough the Matilda troop was up. For the next several turns there was parry and thrust, probe and dance -- with most of the shooting on both sides at long range. The Germans were getting the worse of it, however, generally losing a vehicle a turn. Finally, with the clock running out the fastest German survivors, a halftrack bearing an infantry unit and the armored car, made a dash for the road along the east edge of the map. The British were so lightly prssed that I had been able to reinforce the backstop ATG with wo Crusaders and between them they were able to shoot up the attack. Total British losses were a Crusader destroyed and one Matilda damaged. The Gemrans lost everything except for one Panzer III and a couple of Panzer IVs.

The flip side match went much the same. The British setup was similar, except that the Matlidas and Crsuades were interspersed. I palced the light Germans units on the left, intending on them skulking about in the Wadi while the tanks won their fight. The Panzer IVs and IIIs set up in a group on the right. I planned to advance using the cover of the hill complex on the right side of the map and some strategic placement of smoke from the Panzer IIIs.

Things went more or less by plan, although without success. The smoke helped a nit, but the Overwatch rule still cost the Germans a bit and in the end they still came out the worst in the tank dogfight that developed around the small brush area on the east side of the center map. British losses were somewhat heavier than the first game, with three of the four Crusaders destroyed and the fourth one damaged. With similar losses on the German side, but everything still came down to a last turn rush by German survivors (A Panzer IV, the armored car and a halftrack carrying an infantryman). The British only needed to get one of them to prevent the win and the 2-pounder was up to the task, blowing up the halftrack -- And the three Matildas still hadn't taken their shots.

The Matildas are simply too tough to handle, while the 2 pounder gun on all the British armor and the ATG is adequate against the German armor at battle ranges. The Panzer IIIs and the Crusaders are an even match. While the smoke is useful, it's no more so than the Vanguard special ability which lets the British advance far enough to put pressure on the Germans from the first game turn.

So far I haven't been very impressed with the historical scenarios offered, which is too bad, because they provide a chance to play a different style of game than the straightforward duel of a competitive point-based scenario. Given the obvious mismatches so far, I suspect that there was little play testing done.

Wednesday, May 25, 2011

Heraklion -- sides switch, results don't



So a few days after the first game the same opponent and I sat down for a refight of the Herkalion scenario from the Axis & Allies Expanded rules book. The last battle saw a handy British victory, despite the fact we made a set up error that favored the Germans.

Given that history I viewed my chances with some skepticism and events proved it to be warranted.

The error we made before involved overlooking the requirement that no German units be set up adjacent to each other. This was a heavy burden, as it essentially forced the Germans into a broad front attack. I thought I'd try to make lemonade from that lemon by planning on an enveloping attack on the village while the Veteran Fallschirmjaeger took advantage of his special ability to move while disrupted to head for the board edge victory hexes, which I though was the most promising route to victory.

That plan didn't survive the British setup however, as BOTH British heavy firepower units -- the Vickers and the Bofors, set up in the woods south of the pond to cover the entire open southern approach route. While this risked a quick elimination, it also seemed to make a rush across the open ground suicidal so long as they survived. The British set up the Bren gunner, the Aussie soldier and an SMLE rifleman on the ridge north of the village. Inside the village were the rest of the SMLE and the three Greeks.

I set up the light mortar in the small patch of woods in the north, the expert sniper int he bluffs and the MG-34 in the southern woods. The other troops set up on open ground ready to dash to cover -- two regular FJ and the hero in the north and the other FJ and the veteran FJ in the south.

Unfortunately for the Germans the British won the first few initiative rolls, which meant the Bren gunner was very useful suppressing the mortar until it could be killed. The sniper and the MG 34 took out the Bofors and Vickers, but it took until the end of Turn 2, which meant that there wasn't enough time for any Germans to reach to board edge victory area. Forced by lack of time to attack the town the German paratroopers made a valiant effort, but there were too many British targets and they found a lot of cover as well. Meanwhile the Germans continued to drop and by Turn 6 all that remained was one FJ, the sniper and the MG 34 team and no mathematical chance of controlling the village.

Overall this appears to be a tough scenario for the Germans. The point differential is misleading, because the Germans don't get to use their paratrooper SA. I'd add a couple more FJ to the OB or perhaps another MG team. Another possibility would be to give the Germans am Early War Stuka in support. This would be in keeping with the theme.

Wednesday, February 23, 2011

More on the new Axis & Allies air game

OK, this blog post by Rich Baker about the upcoming Angels 20 Axis & Allies game makes it look much more interesting than I thought it might be. One thing hat has been clarified is the "compatibility" of the new game with Axis & Allies land miniatures. Originally I thought this meant that the planes would be similar in scale to the existing land game plane minis but I was wrong. Apparently the planes are going to be in actual 15mm (1:100 scale) so they will be the same scale as the tanks in the land game. This is altogether different and better.
Baker mentions that there will be 20 unique sculpt depicting 30 different aircraft in the first set, including THREE different P-40s! (Flying Tiger, US and lend-lease Soviet).
These planes will be larger than most competing sets (notably Wings of War) and ccheaper as well, so I'm expecting this to be another successful launch. I'm know I'm in.
The new game will also apparently include stats for using the models in AAM, so it's a win-win all the way around.

Wednesday, August 25, 2010

Next Axis & Allies miniatures set due in October


Looks like the Counter Offensive set is on track for release in October. This will concentrate on the middle part of the war. Among the 14 countries appearing are Yugoslavia, New Zealand and Hungary. I expect there will be U.S. units this time (the Early War set was the only one that had NO American units in it.)

Sunday, June 6, 2010

Second try at BK-1 (modified) and even worse

Well, Young General helped me out by taking the French side for my modified version of the Axis & Allies Miniatures Scenario BK-1
.

To recap, this is an updated version of the official Blitzkrieg Campaign A Defiant Gesture, BK-1 scenario, modified to be more authentic because a number of units that were not available when the scenario was first published in 2006 are now available.

The starting French force defending the town of Stonne and the heights didn't change. It is comprised of one Bold Captain, six MAS riflemen and 3 Level grenadiers. (As noted before, there's a typo in the scenario and it shows Lebel icons but says SMLE Rifles underneath. As the SMLE makes no sense I went with the icon,.

The French reinforcement group from the 45th BCC has been changed to H-39s instead of the original R-35s because the actual battle featured H-39s. The R-35s were apparently merely the closest sub available back then.

The French group from the 49th BCC still includes a pair of CHar B1 bis heavy tanks but the 6 pdr ATG has been replaced with a 75mm Gun and a half track transport to better match actual French equipment in 1940, although the actual battle for Stonne didn't include any heavy French anti-tank gun.

Much bigger changes were in store for the German side. The changes to the French OB added more points so the Germans were also boosted in total point value to match.

First off, the anachronistic JU-87G was replaced with a JU-87A Stuka.

The Grossdeutschland Regiment kept its Wehrmacht Oberleutnant, despite his anachronistic nature because I felt like he might represent fanatical anti-tank teams and the Germans really needed the AT capability. I replaced the two Panzergrenadiers with three Motorized Schutzen because it was more accurate to the period and the Germans needed the bodies. The MG 42 was replaced with the sand-bagged machine gun team and its MG 34. With the revised card they sand-bagged MG tean can move so it ends up being much the same.Finally the SiG 33 was replaced with a STG III. This is a better unit anyway, and it';s much more authentic. The STG III's baptism of fire was with GD during this campaign.

The 8th Panzer Division contingent was also modified. I added a second Panzer III and added a Panzer IB to make up for a deficiency in points. The SdKfz 222s and the Panzer IICs remained (although I proxied a couple of Pz IIFs to make it look better.

Even with the beefed up German force I suspected the French armor would simply prove too tough to handle and it did. The first turn the Stuka performed its duty by successfully bombing the French Bold Captain off the board, which meant the Germans would win the initiative in every subsequent turn save one. Unfortunately it appears that the Stuka pilot was spending too much time celebrating back at the airfield because he didn't reappear again until the issue was well decided and when he did come back his bombs missed. Worse, he was not available to interdict the French tanks, so the Char Bs arrived on turn 2 and the H-39s on Turn 3.

Even the 67th Reserve Division troops proved tough to handle because they had an uncanny ability to find cover.

In the brutal affair that followed the German force was again wiped out while causing rather light losses to the French. Only the Bold Captain, two grenadiers, one rifleman and on Char B were destroyed. One H-39 was damaged. That was it.

To salvage this scenario I think the arrival of the French tanks has to be delayed further or maybe their numbers reduced. So far the Germans have not come close to being competitive in the scenario. I think the French cannon and transport can be dropped, as they're not even historical and it may be worthwhile to cut the number of French tanks in half. Even one Char B is pretty tough to handle with Pz. I, II & III tanks.

In any case, it was not a total waste, as Young General always loves a chance to kick the Old Warrior's butt and he's not overly concerned about whether it was a fair fight.

Sunday, May 16, 2010

Updating Stonne

While schedule conflicts prevented me from playing on the precise anniversary, I did get in a near anniversary game of the Axis & Allies historical miniatures historical scenario BK-1, published on the official A&A minis site. This depicts some of the fighting for Stonne, France, on May 15, 1940.

Since that scenario was first published in 2006 a lot of new figures have become available, so I decided that there was little sense in playing the scenario as published when there were many more accurate figures in the mix now.

The French side actually required relatively few changes. The Bold Captain, MAS 7.5mm Inf and Lebel Grenadiers that set up are unchanged. (Note that the scenario lists SMLE rifles in stead of the Lebels, but this must be a typo as it would make no sense for SMLE rifles to be present and the picture shows the Lebels.

For the Reinforcements from the 45 BCC (a battalion, not the brigade listed by the scenario card) the R-35s are replaced by H-39s because that was the type of tank present. The R-35 was obviously used originally because it was a similar tank that was already in the game.

For the Reinforcement group from the 49th BCC (also a battalion) the Char Bis are unchanged, but accompanying ATG is replaced. I'm not sure why the 6 PDR was used in the scenario, as it's not really close to anything actually fielded by the French during the battle. What ATGs they had tended to be 25mm guns. There's nothing really suitable yet in AAM, but the French di also have some of their famous 75s in the area, so I subbed one of those. In 2006 there weren't any gun transports available but now there are, so the 75 gets a P107 half-track prime mover.

All-in-all, few changes are needed for the French OB and the subs add a few points to the French total.

In contrast the German order of battle should undergo a drastic overhaul.

First, we replace the JU-87G tank buster with the more accurate JU-87B from the Early War set.


The Wehrmacht Oberleutnant remains, depsite his 1942 date, because the Germans need the anti-tank capability and I assume that he ismeant to represent some tank-killer teams, similar to the "panzerfauist" tank killers teams given to the Finns in another scenario. The Panzergreandiers are replaced by Motorized Shuetzen, which is more appropriate to 1940. True True Panzergrenadiers came a little later. The MG-42 is likewise replaced by the Sandbagged Machine-Gun Team which is armed with the MG-34. In game terms it's the same with the revised card. The sIG 33 is replaced with the StuG III D, which is what the GrossDeutchland actaully used. As a matter of fact, this was the combat debut of the STG III.

The Panzer III F, Panzer IIC and SdKfz 222 are all unchanged, although I proxied the Pz IIF models for the Pz IIC for appearances because most of the models are V2. Only the 222s were the older scale because that vehicile hasn't been updated yet. While the French changes tended to add a few points, all the German changes subtracted some, so in order to keep the point values similar but without changing the character of the scenario I added a SdKfz 231 and a Panzer IB, both of which were also present on the battlefield that day. The Germans were still a couple of points shy of the French, but they did start with all troops present while the French had variable reinforcement so I thought I'd see how it played out before making more changes.

The actual session against an opponent was inconclusive due to his inexperience with the game, but it seemed to suggest that the French tanks were too tough for this order of battle to handle. I solitaired it afterward and while the Germans did a tad better , it still wasn't really close. The Germans simply didn't have enough anti-tank capability to deal with those tough French tanks, especially if they showed up early, which they did both times.

So I modified the German OB a little more. The SdkFz 231 went away, as it added nothing to the German side. In its place I added another Panzer III F and another Schuetzen. This brought both armies to exactly 132 points. This gave the Germans a little more capability to handle French tanks and one more soldier to try to capture the objective with while not changing the scenario in any fundamental way.

So we will see how that works out later this week.

Monday, April 26, 2010

Army Without Hope? The KMT in A&A Miniatures

For a nation that managed to hold out virtually alone for years against Japan, China never has gotten much respect in any Axis & Allies game, whether it's a Larry Harris design or A&A miniatures.

A few months back I proposed a "100-point" standard game order of battle that I thought might be competitive against the 1939 Japanese. Constructed under the latest rules, using formations and fortification limits, single-army bonus and 1939 year restrictions, it looked like this: One KMT infantry company (1 KMT officer, 10 KMT riflemen, 1 KMT MG team) eight more KMT MG teams, 1 more officer and 1 more rifleman, 1 T-26 tank, a headquarters, a pill box, six barbed wire and four minefields for a total of 110 points. (In historical terms this is an infantry company, a machine gun company and a few supports)

It took a long time to get this to the table, but I finally got a chance to play it. I constructed the following Japanese force, which was not very exotic at all: Two Japanese infantry platoons (1 imperial sergeant, 5 Arisaka rifles, 1 knee mortar) two Type 89 Chi-Ro "medium" tanks, one imperial sniper, one MG team, 1 70mm gun, 1 SNLF Fanatic and a Zero for 110 points. The Japanese player was a total A&A newbie, although an experienced gamer.

We battled over Map No. 1 of the 3-inch hexes (village), with the Japanese starting on the more open side, while the Chinese had a bit more woods cover. The mines and wire were set up to force the Japanese into a narrow approach to the objective. Not that it made much difference.

The Japanese player made a straightforward, competent frontal assault with the sergeants and riflemen, accompanied by the tanks, while the mortars, machine gun, sniper and infantry gun provided covering fire. The Zero took pot shots at long range until the end game when most of the KMT machine guns were gone. KMT fire was reasonably effective and, if anything, the KMT made more than its share of cover rolls. The Japanese lost both tanks, the infantry gun and about 5 riflemen. The Chinese were wiped out to a man in five turns.

While I might try to tinker around the edges with this OB, perhaps subbing more pillboxes for the barbed wire and/ or mines, the Chinese have too limited a selection of units to be competitive right now. Unfortunately there's little historical basis for giving them much more. A cannon would be nice, and maybe some better quality infantry would help, but the main things that made China such a hard nut for Japan to crack are really outside the scope of a tactical wargame.

Tuesday, March 16, 2010

New War at Sea starter set arrives in stores

The new War at Sea Starter set arrived at local game shop Arkham Asylum today and a member of the store staff was kind enough to play a game with me.

Overall it's a good package. There are 8 miniatures included. representing the Allied powers are the Australian destroyer Nizam, the American light cruiser Montpelier, destroyer Taylor and TPF-1 Avenger. The Japanese side was represented by the cruiser Haguro, the destroyer Terutsuki, submarine I-25 and a "Betty" torpedo bomber. All the models are repaints of models that have appeared before, but they make for well-balanced opposing forces.

The box includes a couple of maps, as before, but no separate islands. Instead the maps have islands printed on them, evidently as a cost-saving measure. This reduces the possible map configurations, though, so instead of the 6 standard game maps in the first starter there are now just 4. I'll probably use the Gale Force 9 map all the time anyway, so this isn't a big problem. Similarly the box has some thin perforated markers for use in the game. These are similar in presentation to the original starter's markers but are not identical. Again, I'll probably use the Gale Force 9 markers for the most part.

The new rule book is much bigger than the original starter rule book and includes all the changes long incorporated into the online version of the rules, so I expect their use will now become universal.

It was a learning game for the store staff, so I won't go into the blow-by-blow but the Allied fleet prevailed this time, sinking the Haguro and Terutsuki and shooting down the Betty while losing both Allied destroyers. Both sides claimed one objective. All the ships and subs seem like credible combatants, as does the new, cheaper Avenger. The Betty still seems a bit fragile for drafting into competitive games.

Perhaps the biggest news is that the new starter includes checklists for all the expansions, including Condition Zebra. There's a lot of interesting stuff on the list, which I'll talk about later.

Friday, February 26, 2010

Axis & Allies miniatures M3 Lee/Grant medium tanks


I'll be posting on an occasional basis reviews of the figures in the Axis & Allies miniatures game.


M3 Lee from the Base Set


The United States found itself facing an imminent war with barely any combat-worthy tanks. Combat experience in Europe and North Africa demonstrated that medium tanks needed heavier gun than the 37mm previously thought to be adequate, but U.S. tank manufacturers were still designing the larger turret needed for the 75mm-gun armed M4 medium tank and a stop-gap was needed for immediate use. The result was the M3 series tank, which used the chassis of the M4 tank, mounted a 37mm gun in a rotating turret and held a hull-mounted 75mm gun. The hull mounting was understood to be suboptimal, but using it meant shaving several critical months off the fielding of the gun. The resulting tank saw use with the British in North Africa, with U.S. troops in their first campaigns, Lend-lease service with the Soviets and even soldiered on later in the war in secondary theaters such as Burma. This varied service is reflected in the appearance of M3-series tanks four times in the game: As the (USA) M3 Lee in the Base Set (20/48); the Soviet M3 Lee in the Reserves Set (11/45); the (UK) Grant I in the North Africa Set (14/60) and the (USA) M3A5 Lee in the Eastern Front Set (10/60).




Soviet M3 Lee from the Reserves Set



Stats:
* Officially revised by the downloadable cards

Rarity: Rare
Speed: 3
Defense: 5/4
Cost: 32* (M3 lee); 30 (Soviet M3 Lee); 28 (Grant I & M3A5 Lee)
Attacks vs. troops at close-medium-long range: 9-9-7
Attacks vs. vehicles at close-medium-long range: 9-7-5
(This represents the turret mounted 37mm gun)

Special Abilities:

Strike and Fade 1 -- In your assault phase, this unit can move at speed 1 after attacking. (M3 Lee only)

Exposed Transport* -- This unit can carry one Soldier. That Soldier can be attacked while it's boarded on this transport. (Soviet M3 Lee only)

Additional Hull-Mounted Cannon -- In your assault phase, this unit can make an extra attack at 12/10/8. The target must be a Vehicle in front of this unit. (all)

Tall Silhouette -- This unit fails cover rolls. (M3 Lee, Soviet M3 Lee & M3A5 Lee)

Large Silhouette -- This unit gets -1 on cover rolls. (Grant I)


Grant I from the North Africa Set


Historical Text:

M3 Lee -- The awkward location of the Lee's sponson-mounted 75mm gun was a serious tactical drawback.

Soviet M3 Lee -- While the Soviets received over 1,300 M3 version tanks on lend-lease from America, Soviet crews hated them, calling the tank a "grave for seven brothers."

Grant I -- The British requested American M3 tanks, such as the Grant I, with modified turrets that were lower and could contain radio equipment.

M3A5 Lee -- Over 5,000 M3s were made in various versions. After Sherman tanks went into mass production, the Lees were sent to the Pacific theater and performed well there.

Crewmen practice bailing out of an M3 Lee


The unit in history: The first orders for the M3 were placed before the factory that would make them was even built, illustrating the time pressures involved as the United States struggled to field battle-worthy armor after its late start. Production ran from April 1941 to August 1942, with about 5,000 being made. The tank had a successful combat debut at Gazala where, despite its shortcomings and awkward layout, its powerful 75 mm gun finally gave the British a tank gun that could match German armor. While also seeing some combat use with U.S. troops in North Africa, the tank was replaced in Western frontline service as soon as M4 Shermans became available. The M3 series tanks saw extended service in the Pacific where they outclassed the light armor fielded by the Japanese. Many were also sent to the Soviets, who used them reluctantly, justifiably considering them inferior to the T-34.



M3A5 Lee from the Eastern Front Set



The unit in the game: The tank wasn't popular at first, being overpriced, although this has been corrected in the revised cards. Overall it's a useful tank in 1942 scenarios, with good armor protection, adequate mobility and good firepower. The Strike and Fade ability of the M3 Lee is useful, the Exposed Transport SA of the Soviet M3 Lee is less so. The key special ability, of course, is the Additional Hull-Mounted Cannon, which compares very well to 1942 German armor and Japanese armor of any year. The Tall Silhouette special (dis)ability spares the player from having to skulk around in cover. The Grant I's slightly lower, cupola-less turret gives it a chance at cover rolls with the Large Silhouette, but probably not enough to make a difference -- as is suggested by the fact it doesn't get any point cost change compared to the M3A5 Lee.






Saturday, February 20, 2010

Axis & Allies miniatures -- M18 Hellcat GMC







I'll be posting, on an occasional basis, musing about the pieces of Axis & Allies miniatures.


It seemed like every set of Axis & Allies miniatures had one really awful sculpt. The hobbyists' introduction to this unfortunate AAM "tradition" was the Base Set's M18 Hellcat tank destroyer (collector No. 19/48). This model was grossly out-of-scale compared to the other vehicular models and alerted gamers to the fact that there were scaling problems with the vehicles. As it turned out, gamers quickly determined that it was the majority of other vehicles that were not in a true 15mm scale, being about 15% too small in relation to the troops. Unfortunately, collectors were not comforted by the fact that at least one model (the M18 Hellcat) was the proper size because it also turned out that the proportions of that vehicle model were wrong. Interestingly, when reissued as part of the new 1939-1945 Set, the piece (No. 29/60) underwent a name change, to the M18 GMC (gun motor carriage).





A size comparison from BoardGame Geek between the 1939-1945 set M18 GMC (top) and the Base Set M18 Hellcat (bottom)


Stats:


* Officially revised stats


Rarity: Rare

Speed: 5

Defense: 3/2

Cost: 24*

Attacks vs. troops at close-medium-long ranges: 6-6-4

Attacks vs. vehicles at close-medium-long ranges: 14-12-10



Base Set


Special Abilities:


High Gear 2 -- If this unit makes its entire move along a road, it gets +2 speed.


Strike and Fade 1 -- In your assault phase, this unit can move at speed 1 after attacking* (Originally appeared only on 1939-1945 Set card, revision adds it to the Base Set)


Flanking Attack -- This unit rolls one extra attack die when attacking a Vehicle's rear.* (Originally appeared only on the Base Set card, revision adds it to the 1939-45 card)







1939-1945 Set






Historical text:


Base Set -- With a top speed of 55 mph, the Hellcat was the fastest armored fighting vehicle of the war.

1939-45 Set -- The M18 had a 400hp engine on a relatively light body. It was perhaps the fastest and most maneuverable tank of the war.



The unit in history: Of the four self-propelled tank destroyers fielded by the U.S. Army in World War II, the M18 was the only one that wasn't adapted from another vehicle. As the Army's only purpose-built TD the Hellcat was the epitome of tank destroyer doctrine, combining a powerful gun with an extremely maneuverable chassis with the aim of using hit-and-run tactics and ambush against enemy tanks. When tactical circumstances forced it to stand and fight, however, the M18s very light armor was inadequate. The 76mm gun was also too weak to penetrate the frontal armor of the Panther and Tiger tanks. Still, there were several instances of M18-equipped TD units achieving high kill ratios against Panther and Tiger tank units by using their high speed to achieve flanking shots and avoiding fire from the slowly traversing German tank turrets. About 2,500 M18s were built, with most serving in Europe.


The unit in the game: The M18 is the prototypical tank destroyer, with a powerful enough punch to take out most Axis AFVs and extreme speed that means it will have many opportunities to use that Flanking Attack SA. With High Speed 2 it can speed around as fast as a jeep! It can't take being shot at, however, but judicious positioning will let it use Strike and Fade to avoid return fire.

Tuesday, January 12, 2010

Axis and Allies miniatures -- jeeps

I'll be posting, on an occasional basis, musings about particular pieces in the Axis & Allies series of miniatures.

There's probably no vehicle more associated with the American fighting man than the ubiquitous Jeep. This all-purpose light truck appears in the Base Set (17/48), oddly sporting a machine gun that's unmentioned in the unit stats. A version with a canvas cab appears as the FO Jeep in the Contested Skies set (18/45). Finally it appears the new larger scale sans machine gun or canvas as a plain old Jeep in the Eastern Front Set (8/60). Although widely used by all the Allied forces, all versions of the Jeep that have appeared so far are American.



Base Set

Stats:
Rarity: Uncommon
Speed: 5
Defense: 1/1
Cost: 3*, 6* for the FO Jeep
Attacks vs troops at short-medium-long ranges: 0-0-0 (5-0-0 for the FO Jeep)
Attacks vs vehicles at short-medium-long ranges: 0-0-0

*Revised cost from updated cards. Formerly 4 and 8, respectively. The Revised cards also change the Service date to 1941 for the basic Jeep.

Special abilities:

Jeep

High Gear 2 -- If this unit makes its entire move along a road it gets +2 speed.

Transport -- This unit can carry one soldier (A friendly Soldier can board or dusmount this unit instead of moving during your movement phase).

FO Jeep

Spotter -- If this unit is within four hexes of an enemy unit and has line of sight to it, friendly Aircraft roll one extra attack die when attacking that unit.

Chatting on the Radio -- This unit can't move during your assault phase.



FO Jeep


Historical text

Jeep

Exactly how this little 4x4 reconnaissance car ended up with the name "Jeep" has never really been determined.


FO Jeep

Forward observers helped aircraft and artillery to spot targets to attack and to correct their aim during bombardment.



A Jeep is unloaded from a landing craft during Operation Torch in North Africa in 1942.

The unit in history: Although it's never been definitely determined how the Jeep got it's name, this small utility vehicle was a huge success. Reliable, easy to maintain and transport, powerful for its size and supremely flexible, more than 640,000 were built during the war!





Eastern Front Set

The unit in the game: The basic Jeep is a good light transport vehicle, speedy, especially down the road, although it's very easy to destroy. It's a very inexpensive transport, more so since the cost was reduced with the revised cards. The FO Jeep is the only American Spotter so far, but the Jeep is so vulnerable to enemy fire that it's hard to keep the Spotter in position long enough to be useful. Although it's not mentioned on the card, beside Aircraft the Spotter ability can also enhance the effectiveness of units with the Indirect Fire special ability. Like all Spotters, the FO Jeep has the Special (dis)Ability of Chatting on the Radio and also doesn't have High Gear 2, so it's not especially fast in game terms. While the basic Jeep could move up to 14 hexes in a turn, the FO Jeep tops out at a total of 5. The FO Jeep does have a limited ability to defend itself against Soldiers with a 5-dice attack at close range. Otherwise, despite the neat-looking machine gun on the Base Set version, the Jeep is defenseless.

Friday, January 8, 2010

Playing surfaces for collectible and expandable miniatures games -- a review: paper

One of the things I don't care for about collectible and expandable miniatures games is that you have all these really nice-looking miniatures moving around on cheap paper battlefields for the most part.

The notable exception is Heroscape, of course, where the terrain gets pretty much equal billing with the miniatures and is one of the distinctive aspects of that game.

And the truncated Navia Dratp also featured an actual mounted playing board as standard equipment.

But for the most part the standard has been to provide rather flimsy paper maps, usually poster-sized and poster-quality, that simply can't stand up to the normal wear and tear of multiple folding, let alone play. Among the games that come with this sort of playing surface are Lord of the Rings Tradeable Miniatures Game; HeroClix, Axis & Allies miniatures, A&A War at Sea, Star Wars, Dreamblade and Dungeons & Dragons miniatures.

Suitable playing surfaces are also an issue for more traditional miniatures games like Wings of War, Check Your 6, the Admiralty Trilogy and the Flames of War, but the traditional solution was for players to spend the time and effort to create their own terrain, not just armies. Still, there are some portable solutions for the problem of providing suitable battlefields to go with your miniatures from these lines as well.

I'll look at some of these next week, but first let's look at what's provided by the manufacturers as standard equipment.

In most cases the base game includes one or two poster-sized or smaller battlefields -- usually printed on both sides -- providing at least two and sometimes four basic battlefields. In some cases, such as Axis & Allies there are more maps of a smaller size, but in this case the maps are geomorphic, meaning they can be combined in various configurations to create more battlefields.

Generally the artwork is pretty decent for these sort of maps, although there are some exceptions. For example, the early HeroClix maps were very amateurish. Most of the time the maps look pretty good.

Another good thing about the paper maps is that they tend to be relatively inexpensive. Most of these miniatures games use quite large battlefields compared to typical boardgame standards.

The most serious drawback of the paper map usually becomes apparent right away -- the creases from folding the map. This can be corrected by folding against the crease to make the maps lie flat, but this begins the process of destroying the maps. In most cases the paper used to make the maps can't go through this sort of folding more than a half dozen times before you start to see tears. It's better to store the maps rolled. I use mailing tubes. This does result in the maps being curled, but it's less destructive to flatten out the curve than folds.

Some players go so far as to laminated their maps, but I think this is too expensive for general use. Most laminated maps are stored flat, but this takes a lot of room.

Of the games I have, I've stuck with paper maps only for Axis & Allies, Miniatures, D&D miniatures, Heroclix and LOTR:TMG. In each case the need to have many different battlefields available has required that I settle for paper maps. In some cases there's no alternative, but D&D minis do have some cardboard battlefields available and the are a couple of vinyl maps for Hero clix out there as well.

Some of the other games, however, due to their subject matter, don't vary the battlefield as much and here there are some more options. Among them are Dreamblade and A&A War at Sea. I'll look at them next.

Thursday, December 24, 2009

Hopes dashed at Boulder Dash -- An Axis & Allies minis session

I've been wanting to get to this little scrap since last weekend, which would have been the 70th anniversary of the battle, but holiday tasks took priority and it was only on Christmas Eve that the Young General and the Old Warrior were able to sneak in a game of Axis & Allies Miniatures, Scenario WW-1, "Bolder Dash."


This firefight, from the Winter War between Finland and the Soviet Union, depicts an action fought on Dec. 19, 1939 at Summa, Finland.


The Soviet order of battle is very straightforward, with three commissars leading 11 squads of Soviet Moison-Nagant riflemen from the 138th Rifle Division against a fortified Finnish line. Helping the troops out is a KV-1 heavy tank that arrives on the second turn. By 1939 standards the KV-1 is a monster of a tank, with a defense factor of 6 all around and the Heavy Armor special ability, which allows it to ignore the first Damage result. About the only drawback to the tank is its relatively low speed of 3, which is further reduced to a 2 by scenario special rule to account for the deep snow. On the other hand, it's a small battlefield, so even that speed is sufficient.


The defending Finns at the start are comprised of troops from the 6th Division represented by German pieces for the most part: Two MG-42 machine gun teams, one PAK 38 37mm Anti-tank gun and one light mortar. There are also three infantry units, but I replaced the German Mausers shown on the scenario sheet with three Finnish Infantry that were not available when the scenario was originally published. They have identical stats so there's no game effect from the substitution. The final element of the Finnish force are two tank hunter teams represented by German Panzerfaust pieces, although there were, of course, no Panzerfausts in 1939. "They represent the bold troops who tackled tanks with satchel charges, Molotov cocktails, and by opening hatches and tossing in grenades."


The battlefield was mostly flat, with some trees and a small knoll on the Soviet side of the map, and two larger hills on the Finnish side. The dominant terrain features were a pair of parallel lines of antitank boulders that stretched across the whole field from north to south, separated by two hexes of open ground. The Soviet objective was to capture and hold at least three hexes of the antitank boulders closest to the Finns. The boulders had no effect on troops, but the KV-1 would have to stop upon reaching one and needed to roll a 1-4 to leave a boulder hex.


Young General decided he wanted the force with the tank.


So the Old Warrior proceeded to set up, placing one machine gun team, the mortar and two infantry on the small hill on the right (South) flank, with the aim of deterring a Soviet advance on that side and having the ability to lay grazing fire down the antitank boulder line. The other machine gun, the ATG and the remaining infantry unit set up on the larger hill. By scenario special rule Finnish units that did not move received automatic "cover" against enemy fire, which basically meant they could not be killed, only disrupted. This was a powerful deterrent to Finnish movement.


As expected, Young General set up mostly on the North side of the battlefield, in front of and beside the forest.


Here is the set up:


The yellow disruption markers mark the boulder lines. The Soviet Objective Marker (from the Gale Force 9 set) shows which line is their victory condition.

And in true Soviet fashion, he made a human wave rush for the boulder line, barely stopping to pop off a shot. The Finns redeployed their riflemen behind the big hill, to form a reserve for the final turns of fighting, while the machine guns blasted away. Unfortunately the marksmanship of the machine gun teams was nothing special, even when the right flank team was able to conduct several turns of grazing fire on the Russian troops huddled among the boulders. The short range of the light mortar forced it to relocate and it ended up getting disrupted a few times, but even so its fire even eliminated a Russian rifle squad. Attempts to slow down the Russian advance by picking off commissars failed as they seemed too good at ducking and generally ended up being disrupted, when they weren't missed entirely.

The 37 mm ATG wasn't able to hurt the infantry, but the KV-1 showed up soon enough and went straight up the middle. The ATG crew must have eaten their Wheaties that morning because on two consecutive turns they managed to roll 6 hits and disrupt the KV-1! Eventually they missed, however, because covering rifle fire from the boulder line disrupted them (and the nearby machine gun team) and the KV-1 lurched forward, unslowed by the first boulder line, and joined the infantry and commissars at the boulder line.


Meanwhile the tank hunter teams had appeared, one on each flank near the first boulder line. The South team had a short career, being gunned down by the KV-1 on Turn 4, but the North team led a charmed life, passing through rifle and pistol fire unscathed to chase the KV-1.


The final act was dramatic, as the Finnish infantry counterattacked to try to drive the Russians out of two of the four boulder line hexes they occupied, with supporting fire from the machine guns and mortar. Meanwhile the ATG popped away as the tank hunter team attempted to close in on the KV-1. Both sides took very heavy losses at the end, with the Soviets cleared from one hex and the KV-1 left holding the key third hex alone. The ATG rolled 7 successes on the KV-1, but its Heavy Armor special ability kicked in, reducing the Damage result to a Disruption. Then the tank hunters attacked on the very last roll, getting just enough successes to get one hit on the KV-1, making it end the game Damaged! The Soviets ended the game holding three hexes and came away with a victory, despite their heavy losses.


The Soviets ended the game with four rifle squads and a damaged heavy tank. All three commissars and 8 squads were lost. The Finns also suffered heavily, losing all three infantry squads and both tank hunter teams.


This is the situation at the end of the game:





The markers are from the Gale Force 9 Axis & Allies marker set.