Showing posts with label Virtual gaming. Show all posts
Showing posts with label Virtual gaming. Show all posts

Saturday, 23 May 2020

Operation Hannibal

In our continuing experiments with remote gaming, Tim put on an old scenario we've played a few times before - the German para drop on the Corinth Canal during the invasion of Greece in 1941 (Operation Hannibal). This was run using NBC, which like OP14, also uses a grid which helps keep things oriented, as uses card activation for the units, so players get to go in sequence which keeps the feedback and freezing of comms down.


Jerry, Simon and I were allocated the Germans. Simon and Jerry had a para battalion each, while I got to run the regiment and a company of glider assault engineers. Our objectives are listed above, the bridge is pretty obvious in the photo. The real canal canal is a horrible gorge about 200' deep, and I certainly wouldn't fancy parachuting anywhere near it!

Pre game we had to pick out LZs. The glider engineers went for one company at each end of the bridge, while Jerrys battalion went for the hill in column 2, 4 hexes up and Simon for the clearing between the woods in col 7, 3 hexes up.

Tim C and Richard ran the British and Greeks, with John as brigade CO. We had no idea where the enemy were, we'd have to find out the hard way.


So, my engineers found the Bofors guns fairly fast, we managed to land right on top of both batteries! I've played this scenario before and I usually put the guns a bit further away, and it was just blind luck that I picked two LZs exactly where they were. Sadly, elite FJ assault engineers against surprised AA gunners wasn't much if a contest and the fight was fairly brief. Good job too as those Bofors guns are pretty nasty in a direct fire role and would have made the mission very hard.


Over at LZ k, Jerrys battalion got down unscathed, just in time as a battalion of Greek infantry supported by Bren carriers and led by the Brigadier himself hove into view!


Over on the other side of the canal, Simon also got down in reasonable order but suffered a few losses in the drop. A rather scary bunch of ANZACs came piling down the road, but fortunately they were in clear view of the FJ engineers on the bridge who whistled up some of their other Luftwaffe pals.


Things weren't going to so well for the Greeks. More Stukas turned up and they became disordered under withering small arms fire from the FJ.


The dive bombers didn't inflict any losses, but they did break their morale and the Greeks routed back to Corinth, leaving the carriers on their own. The Brigadier withdrew with them to help reorganise.



In the north the ANZACs shrugged off the Stukas and piled into the olive groves to assault the FJ. A squadron of light tanks rolled up to support them and things were looking a bit sticky for the FJ here as their heavy weapons hadn't landed yet.


Sadly the FJ were far more effective in close combat and the ANZACs suffered very heavy losses, reduced to just two depleted companies their morale failed and they became disordered. The FJ counterattacked and and drove them off.

With all the allied infantry broken, we called it a day at that point. The Greeks could have reorganised, but didn't really have the time to do that and effectively contest the bridge. The Allies were unfortunate in losing their AA guns so early. It is certainly possible for the Allies to win, in some of the previous games the Germans have been virtually wiped out. Still, it was a good run through and the game mechanisms were a good fit for remote play, so I was inspired to design a new scenario myself. I've not played NBC in quite a while and I'd forgotten what fun it was.  

Wednesday, 20 May 2020

Dicing with Death!

This was a playtest session of some Gladiator rules provided by Graham Evans. John ran it remotely using his shiny new web camera. It was a chance for John to try running remote games, and he;d come up with a rather ingenious webcam mount which gave us a panoramic view of the table.

In common with most gladiator games, it used a representative 'arena' and we each had individual characters.


The game board was divided into lettered the columns (not being certain that the Romans had rows) and numbered the squares. Figures were labelled with coloured tags (see the orange sample at the top of column “H”) bearing the player’s initials.


Johns webcam was fixed in a static location above the arena, and we all called out our instructions while his disembodied hand moved the figures. There was an initiative system which set the playing order at the start of the game. I was players six, so I got to go after everyone else. I've no idea if this was a  good thing or not. 


We all had similar gladiators who were reasonably experienced (so they didn't just take one hit and die!). We all shuffled around the arena looking for an advantage. Movement was 1D6 spaces, adjusted depending how heavily armoured you were.


Combat was rather novel, it use poker dice. Highest set won. More experienced fighters could make a certain number of re-rolls depending on their skill, aiming to get  a better 'hand' but nether player knew what the other had until the final scores were revealed. This worked very well, and led to a degree of thought and cunning, and (possibly) represented fighters putting sequences of moves together.


There was an early kill. We discovered early on that being knocked over onto the ground when there were still other players able to move was very, very bad. (Being knocked down if you still had a turn to take wasn't so bad) - so the sequence of activation was actually very important.



The rest of us hacked away at each other for some time, inflicting the odd hit. Poor Simon was stunned and spent the rest of the game being belted by other players. His excellent parrying saved him from damage, but the constant attacks meant he never got a chance to recover.

We called it a night after a while and set up for another go the next day.


We all had a bit more idea what we were doing this time, in particular that trying to use armour was a two edged sword (it could result in you being stunned or knocked over), but mainly that as yuo accumulated damage, you had an ever increasing chance of asking for mercy and it being granted. So if you weren't going to win, the best thing to do was get stuck, take some hits then try to live to fight another day. This was really rather clever as it kept the crowd happy, and meant the more experienced fighters (who could take more damage) actually stood a chance of surviving.



I own;t bore you with another blow-by-blow account but here the melee is well underway and someone has already bowed out (took hits and was granted mercy).




The figure in IV is me. I'd been getting stuck in, inflicted lots of hits, taken lots of hits and was planning on going for mercy on my last hit box. Sadly it turned out I'd miscalculated, and my last hit box was literally my last hit box, and I died. Oops. Oh well, seems fate catches up with even the most experienced fighters.


That was a good playtest session and we gave lots of feedback to the designer. Really a very clever design with a lot going on beneath the surface. It would work particularly well in a campaign setting. Recommended. It is due for publication  fairly soon and Graham has reported briefly on the game on his blog http://wargaming4grownups.blogspot.com/2020/05/next-project-nearing-finish-line.html





Saturday, 16 May 2020

The Road to Minsk

After running an OP14 game over Skype, I thought I'd try a non gridded game, in this case my WW2 version of One Hour Wargames. It fits the bill as it uses a small (3' x 3') table and has a mercifully small number of elements to manouvre.

I wanted to get some of my newer toys out, so I bodged up the 'raid' scenario from the rules and turned it into a Summer 1941 Panzer breakthrough on the Eastern Front! In this scenario, a smaller force (four units) tries to tear across the table evading a larger number (six units) of enemy.


Kampfgruppe von Gow. A panzer battalion (Pz 38s) and a motorcycle battalion with attached AT guns.


Kampfgruppe von Armatys. Two schutzen battalions, one supported by infantry guns, the other by extra AT guns.

These units are modelled on 20th Panzer Div which fought with Panzer Group 3 in the battle for Minsk. To make more of a game of it I had the Schutzen fight dismounted and made the nmotorcycle battalion operate as normal motorised infantry rather than Heavy Recce as otherwise the Germans would have been far too mobile. The HQ elements are just for show.


The Germans had some offtable air and artillery. I modelled these as 1D6 of offtable arty support and four missions of Stukas, each with 2D6. The Stukas had to be called in by the KPzBfw attached to a unit while the 105s were in general support.


10th Rifle Div. These elements are considerably bigger than the German ones, being entire Regiments. The division has three Rifle Regiments (modelled as standard infantry units) and a 76mm Artillery Regiment (modelled as a standard on-table artillery unit) which can fire in support of any unit of the division. Simon had this division, the stand with the red flag is the HQ.


15th Mechanised Corps. Two (weak) Tank Regiments and a Motorised Rifle Regiment reinforced with close support artillery. Despite the T34 and KV, the tanks are just treated as standard tank units. In June 1941 the heavier tanks were hugely outnumbered by obsolete light tanks, and many of the more modern tanks lacked basic like spares, or even ammunition.... The motor rifle troops don't have any trucks, as also common in mid 1941.


Jerry got  my shiny new NKVD detachment and an officer with a megaphone. Mainly there to provide support and encouragement, but also had a house rule which might allow the recovery hits.


The initial setup. One thing I'd learned from Galkow and Tims matrix games was the importance of keeping the players oriented. The big grid labels are pretty garish, as is the compass indicator, but the players said they preferred them as they could work out where stuff was. I might make them a bit smaller for the next game (Tim suggested 64 point text was fine).


The action opens with a single regiment of 10th Rifle Div set up a hill facing west. The Germans are trying to get across the table and leave by the road in square C3. The Henschel spotter is stooging around because I painted it and it looks nice.


Jerry set up to provide encouragement to the soldiers.


The Germans are forced to enter in A1, the top left hand corner. Von Gow turned sharp right and headed due south. Von Armatys meanwhile march stolidy straight ahead. I think some planning may have taken place.



Faced with this target rich environment, the Russians on the hill opened fire while Jerry shouted encouragement.


The managed to inflict some hits on the motorcycle battalion as it sped past, but the Germans called down artillery fire from their 105s which somewhat impeded the Russians aim and even inflicted some losses. Jerry sprang into action and shoved the skulkers back into line.


The Germans approached the road, but the Russian infantry edged off the hill, despite being slowed down by the artillery fire.


Oooer, a major part of 15th Mech Corps came driving down the road from the east. Time for the Germans to get their skates on or they risk being crushed in a vice.



The Germans accelerate their assault. Panzers attack frontally, motorcycles from the flank all shot in by artillery and Stukas.



Meanwhile, 15th Mech Corps drops off its Rifle Regiment and its close support artillery who busily start digging trenches across the road.



Under the overwhelming assault, the Russians give way and run for the rear, leaving the NKVD to face the panzers all on their own.


However help is at hand, as the Tank Regiment rolls up the road.


Unfortunately it gets the full combined arms treatment, Pakfront, Stukas and artillery, all backed up by the panzers. Not a pretty sight.


The NKVD however urge them on.


Back down the road, the infantry finish digging in, overseen by the Corps Commander. Just off to the right can be seen the first Schutzen battalion approaching their position. Out of sight of the entrenched Russians for now (it is till a couple of miles away).


The Panzers assault the Russian tanks, shot in by AT guns, Artillery and Stukas.


The burning wreckage which results can be seen up the road. Meanwhile the NKVD fall back to the Motor Rifle troops, who reorient 45 degrees to face multiple threats. 


Dear me! The rest of 10th Rifle Div and 15th Mech roll down the road from the east, right behind the German motorcycle Bn. Not what you want to see behind you.


The Germans pause to take photos of burning T-26s. A popular past-time in 1941.


They hurry off, pursued by a great mass of Russians. Are they advancing or retreating? Who can say.


Fortunately the motorcyclists are bit nippier down the road than the KV-1s... they have accumulated quite a few hits by now.


The Germans rapidly regroup around square B3. This is a somewhat target rich environment for the dug in Russians, and the 76mm guns do grievous damage to the motorcyclists as they drive past.The panzers and one of the Schutzen battalions go for the 'table edge creep'. They do actually need to exit via the road though. The battered motorcyclists park up by the farm, while the other Schutzen cover the panzers flanks with their AT guns.



The Russians deploy into line while shelling the Germans. The 10th Rifle Div are trying to get within spotting range to call in their Div artillery, but the Germans keep running away. They are running out of table however...



Much to the annoyance of the Russians, the motorcyclist speed away. The Panzers finally make it on to the road. If only the Motor Rifle troops had deployed on the road exit rather than 6" forward... hindsight is a wonderful thing however.


The Germans call in their last airstrikes and artillery to pin the Motor Rifles in place. It would be very embarrassing if they close assaulted the Germans in the rear at this stage.



The Russians close in on the Schutzen battalion protecting the flank. They are looking distinctly ragged now, with four hits and disordered. The Germans drop artillery on the Russian tanks to slow them up even though it doesn't do any material damage. An armoured overrun would be disastrous.


The Panzers motor off to Minsk, followed by the Schutzen. The Motor Rifles pour fire into them but are hampered by the airstrike. The motorcyclist follow (with five hits!).


The flank protection battalion falls back.


The Russians form up for a mighty attack as the infantry close up behind the tanks and advance as close as they can to the remaining Germans.


The Schutzen battalion on the road is now also looking distinctly shaky, with four hits and disordered. German artillery keeps the Motor Rifles pinned in place though, precluding an infantry assault.


The German infantry are right at the brink, as the Russians close in.


The Russians aren't in a position to finish them off however as the Schutzen on the road march off east to join the Panzers, and the remaining Germans disappear eastwards cross country. The Germans have therefore achieved their victory conditions of exiting two units by the road (the ones which left cross country don't count) albeit with no less than 13 hits between them. The Russians are left with quite a force, three Rifle Regiments, a Tank Regiment and the entire 10th Div and 15th Mech Divisional Artillery . Sadly, with the Panzers racing up the road and hordes of German infantry rolling up from the west, this lot will being into the bag, unless they head south to the Pripyet Marshes and become partisans.

I was pretty pleased with that. Once again, it ran over two nights in two one hour sessions and I was rendered hoarse at the end of each, but the tech all worked OK this time and the players said they appreciated the big location markers to keep oriented. They'd obviously all read their briefings and hatched plans, and the Russians came so close to crushing the Germans in a trap.

The game mechanism worked well, and I was pleased with how the revised air and artillery worked. No-one attempted to rally so we didn't get to try out the new rally rules, but the NKVD house rule worked OK and provided a degree of entertainment, although I can always rely on Jerry to role play well. I realised that I wasn't using the mods for soft cover, and I think I'll drop that from future versions in  line with the rule that is you don't remember a rule and it doesn't break the game, it is probably unnecessary. It would mean that there are essentially three levels of protection in the game with 3+, 5+ and 6 to hit respectively (ie halving each time) which is nice and neat and lets me deal with CB fire against single dice artillery battalions.