Three more games. This has been a more relaxed convention than the last one, and I even dared to run my own game!
The first was Pete Panzeri's Op: Market Garden game, part two (He'd done the first five or so days of the battle on Friday). This is the same operational scale and ruleset as a D-Day game at Krieg Haus broadcast by Sitrep Podcast which I missed, so it was good to get into this one. Hopefully we will see a Bulge version in December. It was quite elaborate - the table stretched from the Dutch border to well north of Arnhem. This means the minis were purely representative - each infantry base, vehicle and gun represents roughly a company, squadron or battery.
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| The Einhoven sector, clear of Germans by this point. |
I was 82nd Airborne, in charge of the sector from Nijmegen to Arnhem where the Brits and Poles (who'd gotten there early thanks to good weather) were slowly running out of ammo and equipment.
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Part of my initial position. The Nijmegen bridge is unbroken, but the forward edge of XXX Corps is jammed on it. |
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| Some supporting artillery. |
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| More of the 82nd, with Arnhem to the left and ... |
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| beleaguering Germans to the right! |
There are many phases to a turn (representing a day), many of them administrative - supply, air cover (including a bad-weather check), bombardment, etc. When playing demo games, I feel the best are those where the GM simply tells you what to roll, but the rules seemed fairly simple regardless - each base or vehicle added two dice to a pool, sometimes increased or reduced owing to assorted circumstances -
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For example, if a dropzone, represented by the supply canister at right center, is under fire, or if a command element (on the hill at center) is isolated enough to be destroyed. |
- and any sixes rolled were hits and removed a base. The choice was that of the player, so if there was a primarily-armor formation, infantry units with it could be "ablative."
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Closeup south of Arnhem. I hastily decamped some troops to the ridge to hold off the Germans coming in from the west, and headed the rest towards Arnhem to help 1st Div, still holding out. |
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Artillery support eliminates monst of the panzers, then along comes the XXX Corps column. |
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| I also started building a Bailey bridge to get my infantry across. |
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| At this point, another panzer column crosses east of Arnhem... |
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| .. while the north side swarms with bad guys. |
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| Some more, during the "air cover" phase. |
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| XXX Corps hurries toward Arnhem. |
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... While heavy bombers unsuccessfully try to interdict the panzers in the woods. |
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| I've got the Bailey bridge up. |
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Boating some of the 82nd into Arnhem to help hold off the Germans. (Quicker than getting to and across the bridge - remember this image represents several miles, and it would take a turn or more and mean getting in the way of tanks that must use the bridge or nothing. |
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| Furious combat in Arnhem. |
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| Germans streaming in. |
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| The dead pile. |
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| XXX Corps with tank destroyers leading are almost there. |
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They have a clear road - a couple turns of concentrated bombardment and the panzers this side of the river are now gone. |
End result - a minor victory for the Allies, as we a) held more buildings than the Germans and b) had at least a few tank units across. My view was a bit constricted as I was concentrating on the 82nd sector, but while I had some scary moments, the player handling 1st and Polish Brigade was earning his pay too. It looks crude, but this was an excellent and strategic game with a very good GM. I even came away from it with my very own Combat Infantryman's Badge.
At this point, I paused - I had not got into Jeff's game as I hoped, so I roved the hall:
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| Blood and Plunder. |
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| Gaslands. |
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| Salamis, also by Pete Panzeri. |
Another Quar demo:
Some of Jeff's NW Frontier game, I think:
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| Some magnificent 3D prints - here a CG4 glider. |
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| Fantasy skirmish. |
More ancient naval:
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Chariot race. The buildings were reset next day for a gladiator game. |
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| Wings of War. |
At this point, I bit the bullet, bought and assembled a couple more packs of Wofun Paperboys (and some paper rulers), and ran a
Charge! scenario for the first time with my Pocketmod ruleset.
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Meeting engagement between Stephen of Raven Banner Games, who provided the minis and mat, and another guy named Steve. Books for hills as with the original. |
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Each side started in column. Stephen aimed to put one of his guns on the hill. Movement and shooting went well. |
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There were some cavalry clashes, which turned out more problematic because CC in Charge! is man-to-man rather than one die per 8 men (for infantry) or per shot (for guns). The other issue was morale - I kept forgetting that cavalry are understrength at 2/3 casualties, not 1/2. |
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| In general, it went well. Here Steve captures one of Stephen's guns. |
I did this on the spur of the moment - I wish I'd thought to bring some of the troops I already had, though. I'd forgotten how difficult it is to construct the Wofun MDF cannon - one, having broken both trail pieces, will have to be converted to a howitzer! More difficult to run than I expected, but like Quar, a very useful playtest that will help me improve both the rules and my GMing.