This post is a blatant shout out to the members of my kinship "Angarain Erain" on Lord of the Rings Online. Instead of making handy crafting charts, deed lists and Warden power guides, I am now directing all my efforts to this blog. You should all endeavor to check back frequently and consider playing a wargame with me instead of slipping off to that other game!
Don't forget that there is a WARG in WARGamer.
Thursday, April 28, 2011
Wednesday, April 27, 2011
AAR: ASL 95: Descent Into Hell
Advanced Squad Leader VASL
ASL 95: Descent Into Hell
Germany: Michael R.
New Zealand: John H.
For my weekly VASL game with John H. I picked ASL 95: Descent Into Hell with the latest MMP revisons. John H. and I have been playing ASL on and off for nearly 16 years. John still resides in Michigan and VASL has allowed us to keep up our long running matchups in ASL despite several relocations for both of us over the years. Descent Into Hell features German glider assault troops storming New Zealand positions at Maleme Airfield on Crete in May, 1941. To win the German must eliminate a light AA battery and secure both ends of the strategic Tavronitis Bridge in 8.5 turns. I took the Germans and planned to have the first wave of gliders hit fairly close to the airfield around which the AA guns were emplaced.
ASL 95: Descent Into Hell
Germany: Michael R.
New Zealand: John H.
For my weekly VASL game with John H. I picked ASL 95: Descent Into Hell with the latest MMP revisons. John H. and I have been playing ASL on and off for nearly 16 years. John still resides in Michigan and VASL has allowed us to keep up our long running matchups in ASL despite several relocations for both of us over the years. Descent Into Hell features German glider assault troops storming New Zealand positions at Maleme Airfield on Crete in May, 1941. To win the German must eliminate a light AA battery and secure both ends of the strategic Tavronitis Bridge in 8.5 turns. I took the Germans and planned to have the first wave of gliders hit fairly close to the airfield around which the AA guns were emplaced.
Initial German Landing - Maleme Airfield |
Dust is in effect for the first three turns, so this allowed a closer glider landing than would normally be possible. Gliders are vulnerable to fire on the turn they land, so the dust provided just the cover neccessary to get the squads off intact. The landing worked quite well, bringing me down close to two of the AA guns. Within three turns, this pair of guns was eliminated, but the dust had settled down and I had to contend with approaching the third gun over open ground opposed by the defenders in the airfield buildings.
Turn 3: Two Guns Down, One To Go |
On turn 4 the second wave of glider troops landed around the bridge, one group on a hill overlooking the eastern bridge defenses and another in the middle of the dry river bed itself. This landing went off perfectly and these forces were able to secure both ends of the bridge within 4 turns.
Turn 4: Bridge Assault Force Landing |
I was able to divert some of the bridge force toward the airfield battle, but they would arrive too late to help. The remaining troops at the airfield inched their way toward better positions to eliminate the last AA gun. However, the doughty Kiwis rolled a fanatic and a hero which really slowed down the advance. The final blow was a wind change that prevented me from throwing smoke up wind toward the airfield defenses. There was a last turn of hope as the 9-2 leader who had raced from the bridge sector battle hardened to a 10-2, but he was just too far to save the day. The last gun remained just out of reach across all that open ground and runway. The Germans were forced to call off the assault.
Turn 9: Final Dispositions |
This was another close game, coming down to the last turn as so many ASL games do. The glider rules are not overly complicated and add an interesting new dimension to any ASL scenario. I highly recommend that you try this section of Chapter E.
Tuesday, April 26, 2011
Borders Is History
The unfortunate demise of 75% of all Chicagoland Borders retail outlets has one small bright spot, 75% off all purchases. The closing stores are currently at 40% with 25% added in for buying 8 or more books plus 10% if you are a Borders Club member. I stopped by one of the North Shore stores and picked up a few items. Borders has always had one of the better selections from serious military history publishers such as Kansas Press and Pen & Sword. Two notables were Allan R. Millettt's "The War For Korea: They Came From The North" and the 2nd volume of H. P. Willmott's "The Last Century of Sea Power." Some good reading to look forward to.
Saturday, April 23, 2011
Red Sunset
My good friend and fellow lawschool survivor Carlos visited from Michigan recently. Carlos is more of a RPG and computer gamer than traditional boardgame player. However, he has always held a certain fascination for those of us who grew up during the Cold War, particulary the 80's era vision of such a conflict, being that he was quite young at the time. We have had many conversations on the cultural impact of the period, significantly in how it influenced my own pursuits at that time in high school and college into history, international relations and gaming. Carlos asked me to give him the total 80's Red Scare experience so we spent an evening watching Red Dawn and playing Fortress America.
We tinkered with the game and watched the movie, mostly just having a good time than a serious gaming session. The part of the game that most intrigued him was the mystery surrounding the box art. The first edition of the game came out sometime in 1986, which I purchased that year from a Toys R Us. I still have that first edtion copy, and that was in fact the one we were using. The box art features a montage of images reminiscent of Red Dawn but with a slightly more futuristic edge reflecting the advanced technology offered in the game. However, there are two salient features to the picture that would become controversial some years later.
To add to the air of mystery, Milton Bradley ordered up a smaller 2nd printing of the game a year later. For some unknown reason, "Saddam" gets a beard and sunglasses, indicating both an actual and symbolic "coverup"!
We tinkered with the game and watched the movie, mostly just having a good time than a serious gaming session. The part of the game that most intrigued him was the mystery surrounding the box art. The first edition of the game came out sometime in 1986, which I purchased that year from a Toys R Us. I still have that first edtion copy, and that was in fact the one we were using. The box art features a montage of images reminiscent of Red Dawn but with a slightly more futuristic edge reflecting the advanced technology offered in the game. However, there are two salient features to the picture that would become controversial some years later.
The picture in the middle has a remarked resemblance to Saddam Hussein. The third picture features the World Trade Center. At the time of the games release in the 80's of course neither of these images would have evoked much response in the way of current affairs. The commander is most likely inspired by the Cuban commander from Red Dawn. There have been conflicting stories on the web and at BGG that the artist was inspired by everything from a news image of Saddam himself to a Milton Bradley co-worker. The image of New York also is easy to understand in context of the total vista of the work: West Coast, East Coast and Middle America as the three major sectors of action in the game. Naturally, the conclusion of many is that the box is in fact a wargame signpost to the future dropped right out of a Richard Kelly movie.
To add to the air of mystery, Milton Bradley ordered up a smaller 2nd printing of the game a year later. For some unknown reason, "Saddam" gets a beard and sunglasses, indicating both an actual and symbolic "coverup"!
Thursday, April 21, 2011
WTF - The Western Task Force
I couldn't help but be amused by the anachronistic humor of this counter from Breakout: Normandy.
This unit is the Allied Naval Bombardment Fleet designated the Western Task Force. I am sure that more than a few German defenders on the beaches of Normandy that June morning looked out at the looming battleship silhouettes and cried "Look there, WTF!"
This unit is the Allied Naval Bombardment Fleet designated the Western Task Force. I am sure that more than a few German defenders on the beaches of Normandy that June morning looked out at the looming battleship silhouettes and cried "Look there, WTF!"
Tuesday, April 19, 2011
Comment Problems
Some of you have had problems leaving comments. After a quick search of the Blogspot forums I discovered that it is apparently a common problem. I have made the recommended setting changes so we shall see if it works. Otherwise just do what John did and keep hitting the "post comment" button until it takes.
Monday, April 18, 2011
AAR: Victory In The Pacific
As rewarding as it to introduce new players to the hobby, it is with equal satisfaction to reintroduce players who have been absent for a long time to the current gaming scene. I was recently able to demonstate to my friend Roger M. of California the flexibility and ease of using VASSAL (http://www.vassalengine.org/) for long distance play. Roger has not been playing for some time so we thought we would start with something classic: Avalon Hill's Victory In The Pacific. Here is a quick report on our game.
Victory In The Pacific
8 Turn Standard Game
VASSAL PBEM - February-April 2011
Japan: Michael R.
US: Roger M.
Turn 1 - December 1941
My Japanese plan was a standard push for Hawaii with a maximum Pearl Harbor raid force. The results of the Dec. 7 air raid were quite exceptional with 6 of the 10 ships in port sunk.
Turn 2 - May 1942
I continuted my drive toward Hawaii and Samoa while supporting Indonesia with only land based air power. The British were able to take advantage of this by forcing out the Japanese Bettys, but US carrier forces took a beating. The pivotal event was Japanese control of the Coral Sea and US Madate sea lanes at the end of the turn, preventing significant US power projection into Hawaii for turn 3.
Turn 3 - September 1942
I was planning for a double invasion of Hawaii and Samoa this turn but sent an understrength force to US Mandate. I was getting ahead of myself thinking I would be able to support them with Bettys. Hawaii fell to Japan, but at the expense of trading away Saigon to the British. The Japanese sub won the Order of the Rising Sun for sinking two carriers in a row.
Turn 4 - January 1943
Japan concentrated on securing US Madate to prevent the massive US fleet reinforcement due to arrive on Turn 6. The US responded by projecting power into the sea lanes adjacent to Indonesia/Australia, but the point values were not significant enough to put a dent in the strong Japanese lead.
Turn 5 - June 1943
Japan moved to set up the invasion of Samoa. The US had no choice but to respond by throwing every asset that could make it to the zone. Japanese control of Hawaii and Samoa prevents the new US reinforcements coming from the West Coast. The Japanese carrier air wings bested the US land based air units. At this point the game was effectively over and the US sued for peace.
I know Roger had fun while learning the interface for VASSAL. Neither of us had played the game in a very long time, so it was a nice place to start and still a solid game to revisit. Next time we are going to try a more recent release, Breakout: Normandy...wait...release date 1992?? Where has all the time gone!
Victory In The Pacific
8 Turn Standard Game
VASSAL PBEM - February-April 2011
Japan: Michael R.
US: Roger M.
Turn 1 - December 1941
My Japanese plan was a standard push for Hawaii with a maximum Pearl Harbor raid force. The results of the Dec. 7 air raid were quite exceptional with 6 of the 10 ships in port sunk.
I continuted my drive toward Hawaii and Samoa while supporting Indonesia with only land based air power. The British were able to take advantage of this by forcing out the Japanese Bettys, but US carrier forces took a beating. The pivotal event was Japanese control of the Coral Sea and US Madate sea lanes at the end of the turn, preventing significant US power projection into Hawaii for turn 3.
Turn 3 - September 1942
I was planning for a double invasion of Hawaii and Samoa this turn but sent an understrength force to US Mandate. I was getting ahead of myself thinking I would be able to support them with Bettys. Hawaii fell to Japan, but at the expense of trading away Saigon to the British. The Japanese sub won the Order of the Rising Sun for sinking two carriers in a row.
Turn 4 - January 1943
Japan concentrated on securing US Madate to prevent the massive US fleet reinforcement due to arrive on Turn 6. The US responded by projecting power into the sea lanes adjacent to Indonesia/Australia, but the point values were not significant enough to put a dent in the strong Japanese lead.
Turn 5 - June 1943
Japan moved to set up the invasion of Samoa. The US had no choice but to respond by throwing every asset that could make it to the zone. Japanese control of Hawaii and Samoa prevents the new US reinforcements coming from the West Coast. The Japanese carrier air wings bested the US land based air units. At this point the game was effectively over and the US sued for peace.
I know Roger had fun while learning the interface for VASSAL. Neither of us had played the game in a very long time, so it was a nice place to start and still a solid game to revisit. Next time we are going to try a more recent release, Breakout: Normandy...wait...release date 1992?? Where has all the time gone!
Sunday, April 17, 2011
HG(aming)TV
Any serious wargamer knows that half the fun of the hobby is accessorizing: counter clipping, organization, storage, and shelving to name a few. This weekends project was to refurbish the game table.
I rescued what would become my primary game table from the in-laws basement about 20 years ago. There it sat alone and unloved in a dark corner because it was a really ugly table, looking like it had been constructed out of left over pieces of basement wood paneling from 1958. However, it is extremely sturdy and perfectly sized for the gamers needs: 3x4 expandable to 3x5 or 3x6 with two leaves. My original solution was to tack down a piece of green felt, but this made it difficult to manipulate the leaves as needed. Also, I was unhappy with the ease with which the plexiglass topper could slide around.
The solution to the plexiglass problem was to mount 6 brass door brackets on three sides of the table allowing you to slide the plexiglass under the brackets at the narrow end of the table, thus eliminating counter quakes. The solution to the dark wood grain...spray paint. And here are the results of a successful weekend of wargame accessorizing.
Saturday, April 16, 2011
Leading the Tin Men
Last night was the April meeting of the PAASL group in Palatine. I was matched up with John P. for scenario SV5 Lions and Tin Men from the Swedish Volunteers pack. This kit features a set of white and light blue counters to represent the small number of Swedes who fought in the Winter War and the continuing conflicts in the region. In the interests of time we picked a smaller scenario (4.5 turns) featuring a German attack to breakout through the valley on board 24 defended by a mixed bag of Swedes and other Allied Minors. We randomly picked sides and I drew the German force. The Germans start with a basic infantry force that is reinforced by 2 of 3 randomly selected groups, one of which features a PzIB and a squad on a bicycle! To make a short story even shorter, some really unfortunate die rolling combined with John P.'s expertly handled defense resulted in a Swedish win. My tin men's morale finally collapsed when the Swedish ATR immobilized my PzIB just short of the board edge.
The highlight of the evening, however, occured when the attending members were all recruited by Dave K. to participate in a short audio sketch that will be featured on the 2 Half Squads! The NDA requires me to remain silent on the experience until it is actually released to the public.
The highlight of the evening, however, occured when the attending members were all recruited by Dave K. to participate in a short audio sketch that will be featured on the 2 Half Squads! The NDA requires me to remain silent on the experience until it is actually released to the public.
Wednesday, April 13, 2011
PAASL Meeting
The next meeting of the Palatine Area Advanced Squad Leader group is Friday, April 15. These were the first group of gamers I met upon arriving in Chicago's Northwest suburbs and they are a fun and active group. The host, Dave K., is also one of the 2 Half Squads, (http://www.the2halfsquads.com/), an entertaining and informative podcast on all things Advanced Squad Leader. I plan to be there!
Welcome to Chicago Wargamer
Chicago Wargamer is a blog dedicated to the hobby of examining and recreating the great moments of history through competitive boardgames. The intention of this site is to increase awareness of the multitude of historical simulations available covering virtually every era of human conflict as well as the growing number of platforms enabling virtual live or email play on the computer. This blog also aims to serve as a means of helping players in the greater Chicagoland area discover new opportunites by reporting on local events, clubs and other historical items of interest to the conflict simulator. Whether you are a player new to the hobby, new to the area or a long established Chicago grognard, it is my hope that you will find something useful, informative or entertaining here at Chicago Wargamer.
Thanks for stopping in,
Michael R.
Thanks for stopping in,
Michael R.
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