CHAOTIC GRAVITAS

Recording random plays

1 , 2 , 3 , 4 , 5  Next »  

Recommend
4 
 Thumb up
 tip
 Hide

Freeman's Farm

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
No opening cannonade and the British started with an advance on the right, while the Americans had gone with a Line Volley that scored five hits. For the first few turns both armies sought to integrate their troops into solid battle lines and were frustrated by poor card pulls and dice rolling. On turn six the British felt confident enough to deliver their own Line Volley; this generated only one hit but a lot of flags and a full strength regular American unit in the centre fell back … and fled having failed its five-dice morale check.

Emboldened by the success the British used a Quickstep card to advance to the attack but the battle-back proved more destructive, with the British light troops also failing their five-dice retreat morale check. With the following round of cards involved close in combat between the troops. One unit of American Militia fled and one of Regulars shot to pieces. However, the American attack took out three Regular British units and General Hamilton. The following turn an American bayonet attack, an American specialisation in this battle, overran the opposing British guns although General Philips got away to the left flank where he and General Riedesel gathered the left-wing troops into a menacing battle group but there proved to be no time to get them into action.

With a score of six-three in favour of the Americans and a hollow centre the British looked to consolidate their wings while the Americans tried to use their central position to score a final kill and secure victory. The Americans were scattered in the British starting positions and although inflicting a few damaging hits, an attempt to by General Arnold with a single unit of Regular troops to eliminate a unit on the British right-wing proved to be overreach, with the unit eventually being struck by a mass attack from the consolidated British right wing, destroying the Regular unit but which failed to prevent the General escaping. With the Americans side stepping their army to their left and concentrating on the British right flank, the British tried to attack first rather than waiting to be overwhelmed while waiting for their left flank to arrive. The attacks even involved the provincial troops, who fought well but the mass of American troops was sufficient to destroy the Regular unit being led by General Fraser, although the General got away: an American victory 7-4.

The battle had been slow to start with cards and dice at first going against both commanders but which improved as the game advanced. The middle of the battle proved a crucial point, when the British launched an attack against the American battleline. This proved to be a mistake because the melee attacks could not do enough damage to the full strength units they were attacking to prevent the battle-back that did damage back. However, the subsequent American attack DID do enough to destroy or drive off the British troops who got few opportunities to battle-back. Thereafter there was another long pause while the Americans manoeuvred for the final kill. The key lesson, apart from being a lucky general, was to inflict damage on the enemy before charging him and being patient while assembling an appropriate hand of cards.

Campaign score:
British/American
Tactical 68/55
Strategic 7/4
Twitter Facebook
0 Comments
Fri Jan 14, 2022 5:52 pm
Post Rolls
  • [+] Dice rolls
Recommend
6 
 Thumb up
 tip
 Hide

Brandywine (Green’s Rear Guard)

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
The British started with a Bayonet Attack on the right, which all owed them to swiftly overrun the hills, eliminating one militia unit and killing General Armstrong. A good start for the British but the Americans fought back, forming a line further back and in the firing eliminating one of the British regular units. The British consolidated their position and achieved an additional kill on one of the American regular units. The American counter-fire caused no casualties but forced much retreating so that the British brought back their formations to the start line. The Americans were content that there left wing was concentrated around their escape road.

The action now switched to the centre, where the British tried another Bayonet Attack. This was to prove less successful and they and the Americans would alternate in efforts to wear down the opposition, neither succeeding. Apart from the occasional hit the fighting was mainly pushing back and forth with no units lost.

The British then switched bac to the right flank and renewed their aggression, the Americans responding. Then the British cunningly took a risk to Steal a March and combined units from the right flank with those of the centre, which included advancing heavy artillery. The American response was a destructive Line Command, which caused casualties but no loss of a unit. The British now got their wish with a Line Volley … which failed to be a crushing blow. The response was weak but the Americans managed to combine two units firing and take down a British regular unit. The British now got another Line Volley, that was more destructive in that the Rifle unit that shielded a weak light artillery was forced back, enabling the heavy artillery to fire on and destroy the artillery unit. However, a Return Fire cost another British regular unit. An American counter-attack on the left failed to achieve any success. The British right now went into assault mode and the Highland infantry were brought from the rear into the attack. Now there were only two key units in action: the Highlanders and a unit of Hessians. The Highlanders broke an American unit of regulars while the Hessians shot down a light artillery unit. Suddenly the American situation had become desperate. A Rally card helped reform the strength of some units and enabled further whittling away at the British forces. The British now had a final flourish with King & Country that galvanised their units. A final charge of the Highlanders against a Militia unit on the road annihilated them and it was all over.

At the start the Americans were confident that they had a good position to escape and win but the relentless pressure of the British prevented them from activating their escape. It might be that the British proved to have been more fortunate in the draw of the cards but the dice did not favour them and the 7:3 victory was caused by a sudden rush of success at the end of the battle, when the British were at the end of their strength.

Campaign score:
British/American
Tactical 64/48
Strategic 7/3
Twitter Facebook
0 Comments
Sun Dec 19, 2021 11:19 pm
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

Brandywine (Knyphausen's Attack)

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
The initial cannonade caused the American light cannon in the centre to retreat, which raised the interesting question of if it could fire during the cannonade as it had moved. We ruled it could. One hit was inflicted on the light British cannon on their left. And so to battle.

The attack started with the elite units of the left being pushed through the trees and attacking the forward units on the American right. Several Bayonet Attacks later and the British had eliminated the riflemen and two regular units, while pushing the cannon back to the baseline. They had suffered some casualties in the battle-backs. Using a Bombard the American commander was able to inflict damage on the Grenadiers, who then failed their rally roll and fled. A final attack by the Guards destroyed the light cannons they faced and in the subsequent firefight they recoiled back into cover, passing their rally roll with diminished numbers. At this phase the British left had destroyed four American units on the flank at the cost of one unit of Grenadiers and the Guards being reduced to two blocks each but taking shelter behind the hills and in the trees. A lone American regular unit haunted the base area and even General Sullivan had disappeared, trying to rally a regular unit. Another ruling: one of the destroyed regular American units had recoiled onto Sullivan’s location, who then attached himself to provide additional resources for the rally roll. They had failed their roll and fled but Sullivan then passed his roll but had to retreat. What to do as he has to retreat? We assumed he would retreat off-table but not count as a VP for the battle.

And then attention moved to the centre. The British used a Line Command to bring the whole of their centre and right forward; in fact, two such cards. Meanwhile the Americans had concluded matters had not developed in a positive way and decided a rapid withdrawal was required. It proved insufficiently rapid as one of the militia infantry was shot up and failed the resultant rally roll. It was 5VP v 1VP in favour of the British and it was looking very bad for the Americans, who had at least managed to cluster their retreating units into a blob around the key road. The British then captured the buildings at Chadd’s Ford and in the general advance proceeded to occupy five hills. The Americans got two units away down the road and pushed the Rangers off their hill, preventing a lost battle. A further ruling: absolute majority is taken to mean five of the nine hills whereas a majority would be more than the Americans were holding. Again, the British brought up units to take hills and threaten a win, and again the Americans pushed back while getting two further units off-table. Yet again the British tried but again the Americans forced them back. Then the British tried a line volley to destroy a unit but that only pushed units back who passed their rally rolls and the Americans were able to slip another unit off, so now had five VPs through exiting units and 1 unit kill against the British, while the British had 5 unit kills and one VP for objectives.

The flank had been resolved in four turns with five units being eliminated, while the centre had taken six turns without reaching a conclusion and only one unit lost. For the finale the action switched back to the flank where the two Guards units were brought back into action to assail the one regular unit that had been left in splendid isolation. The British rolls heavily favoured them, removing three blocks and forcing a rally roll that was failed. Finally, the British had achieved their victory. The Americans had missed a victory through a lack of cards to move in the centre; tenacious resistance had proved insufficient although the dice seemed to have rolled evenly for both armies.

Campaign score:
British/American
Tactical 57/45
Strategic 6/3
Twitter Facebook
0 Comments
Sun Dec 5, 2021 12:00 pm
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Brandywine (British Flank Attack)

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
The initial cannonade caused the American light cannon to take a hit from the British heavy artillery but was otherwise unremarkable. The British then started their attack on the centre, concentrating on the Birmingham Court House while the American chose to embroil the light troops on the flank in fighting. After a second turn Line Command that enabled the British to get all their troops forward the Birmingham Court House was overrun and the garrison retreated to the hill in their rear; on the flank the British had retreated. The British now concentrated units on the Brandywine River end of the Birmingham Hill, eventually shooting off a regular unit with the help of the artillery. The Americans shot back, also inflicting casualties. A British Line Volley forced back four American units from the hills but General Stephen was able to reoccupy his end of the hill line. Over the next few turns the two armies grappled with each other with close tactical play as units fought at close quarters in melee, but the British were able to force back the Americans and put units onto enough hills to claim a victory. However, the Americans fought valiantly, and General Stirling with a single regular unit worked hard to push back the British, achieving success for several turns and causing General Agnew to be carried from the field. In the end the British stood triumphant on the hills.

The finally tally:
British – 3 regular units eliminated, Birmingham Court House and four hills
American – 2 regular and 2 grenadier units eliminated plus General Agnew

Campaign score:
British/American
Tactical 50/39
Strategic 5/3
Twitter Facebook
0 Comments
Sun Dec 5, 2021 4:00 am
Post Rolls
  • [+] Dice rolls
Recommend
4 
 Thumb up
 tip
 Hide

Fury at Midway

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
Having read good things about this game I was keen to get a chance to give it a go. I had a chance to play it twice, first commanding the USN and then the IJN. In both cases the game did not last beyond the first turn.

In the first game the IJN had the enhanced operations search card and chose to launch an attack on Midway. The USN had the Troubled Reconnaissance card so duly countered the Japanese card but the IJN then rolled a six, returning the factors to the normal search rate. With the Midway strike making its return, the USN had a 3OP advantage, winning the initiative and allowing two strike waves to be launched and attack. The first wave scored two hits on three carriers and the second wave scored two hits on the fourth carrier. Game over as the IJN retreated after one turn.

Discussion concluded with the firm view that the IJN had to spend the first day clearing the USN from the combat area. Thus on the second play the IJN launched no strike on Midway and the search result was 4OP for the USN and 3OP for the IJN. The USN then achieved the initiative for the first three turns and struck with two waves, resulting in multiple hits on four carriers. Game over as the IJN retreated after one turn

In both cases the first turn saw the two carrier groups three hexes apart and the USN being able to deliver two waves of attacks on the IJN carriers before the IJN could react. The play of cards helps muddle up the options and percentages and being ignorant of what the cards had on them helped make the first game run very historically. A very neat and clever game but one cannot help feel that the outcome is really due to the dice rather more than skill in decision making. Most decisions seem fairly obvious but it will be interesting to see how others read the game play.

Recommendation: neutral.
Twitter Facebook
3 Comments
Wed Mar 4, 2020 8:05 pm
Post Rolls
  • [+] Dice rolls
Recommend
1 
 Thumb up
 tip
 Hide

Invasion of Malta: 1942

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
We fought on the beaches, we fought on the landing grounds, we fought in the fields and in the streets, we fought in the hills; we never surrendered.

Opening position

The Germans came by air into the Western Command and subsequently through the beaches. The Italians also landed paratroopers in the Northern Command area. They landed on headquarters and overran air defence units but took casualties while doing so. The British had taken the precaution of putting battalions on each of the airfields so there would be no quick victory.

Invaders arrive

The defenders consolidated around the central area to protect the airfields. Throughout the first day the German paratroops hurled themselves at the airfields but the defenders hung on tenaciously there, as well as on the surrounding hills.

Day two

On the second day the invaders finally were able to overrun an airfield but a prompt counter-attack from Southern Command retook the airfield, while Central Command troops bit into the paratroop defences. By the afternoon of the second day the defenders had a solid front across the island and had denied the attackers any landing ground. It was looking grim for the invaders.

Afternoon day two

A game played by Guildford Wargames Club on an enlarged map using 6mm miniatures.
Twitter Facebook
4 Comments
Wed Mar 4, 2020 8:03 pm
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Brandywine (Washington's Attack)

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
No cannonade, which was unfortunate as the artillery had opportunities with their opening positions. The Americans started with a line volley, mainly in order to give the artillery an opportunity to weaken and ‘soften’ the British line; it did achieve a very useful hit on the British Heavy Artillery. The British responded with a line command, widening the main line in the centre and bringing additional troops to bear; one hit was obtained on the advanced American infantry.

The Americans then probed forward, advancing two units in each section. Another hit on the Heavy Guns was obtained but the advancing American rifle unit had five dice but scored nothing in firing on the opposing British riflemen! The British responded with another line command; the heavy artillery scored three flags on the American infantry opposite but a card allowed for these to all be ignored; the opposing riflemen got stuck into each other in mêlée and scored a hit each. The next card gave the Americans a further probe with two units in each section. The right flank now forded the river but failed to damage the British but more damage was done in the centre as attrition began to take hold. The British now had a line volley card that allowed the full line, which had been completely linked, to fire. The 22 dice scored four hits, the artillery managing two hits on an American infantry unit and the heavy artillery scoring two hits on the infantry on the bridge.

The Americans now advanced on the right, putting one unit on a hill and causing damage to the artillery. The British responded by an advance on the left, counterattacking the American advance, forcing them back into the river. Now the Americans advance all along the line, one unit in each section. On their right flank they also managed to destroy the British artillery unit, overrunning the position and forcing the commanding general to withdraw. The British now tried an assault on their left, throwing three units into the attack and forgoing the opportunity to take one of the fords. However, this only achieved one hit and a push back of the unit. The Americans had one unit across and on a hill on the right flank and now also one on the left flank on a hill. With one British unit destroyed they already had five VPs so just needed to march up the road to victory. Indeed, they now advanced in the centre but did so with all foot units; the attack destroyed the lead British infantry in melee and claimed victory: two British units destroyed, two units across the river and two hills occupied.

The scenario required 6 VPs and gives the Americans the opportunity of gaining them by crossing the river or gaining a hill in each section; the British have four fords they might take to gain VPs. With the Americans already on the river line and starting close to the hills the position favours them. Although card and dice were probably evenly helpful for both armies, and the Americans were fortunate that none of their units were destroyed despite several being significantly reduced, the balance would seem to be tilted towards the Americans. The British need to occupy four fords AND must eliminate at least two units when technically the Americans need inflict no casualties. With three cards that allowed advances in all three sectors it was a tough call for the British; nevertheless the American command was well played, masking weaknesses and exploiting opportunities.

Campaign score:
British/American
Tactical 42/34
Strategic 4/3
Twitter Facebook
1 Comment
Sat Feb 22, 2020 9:54 pm
Post Rolls
  • [+] Dice rolls
Recommend
3 
 Thumb up
1.00
 tip
 Hide

Rise of Blitzkrieg

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
A chance to try this on the table arose. Of the four possible objectives the open one that was drawn was PARIS while the hidden one proved to be BE-NE and the PORTS & MAGINOT LINE were discarded.

The Germans, who were not playing for the first time [!], had a rehearsed attack that crushed Liege and got the invasion going swiftly. The lack of weight in the south hinted that the Maginot Line was not under threat so the defenders could expect to be under pressure for BE-NE or PORTS.

The advantage tends to be with the attacking Germans who will normally get an extra die against the defenders but that was not always the case here. Ghent with French troops garrisoning it proved a considerable roadblock that withstood several German attacks from Dordrecht and Bruxelles by powerful armoured thrusts. The empty defending Dinant box successfully defeated the advancing German infantry and the tanks bounced several times against defending French units scattered across Belgium, albeit the French airforce was rapidly ground down [attackers rolled 4 & 2, the defenders managed a single 6 and by virtue of winning draws the defending box defeated the German aggressors]. The Germans gave up due to their insufficient progress after three turns and the losses they had taken.

Bonsai games are very neat in being small but innovative in design, getting to the core of the issues of the topic. In this case the replayability is high as the objectives vary in each game with the different routes and outcomes causing a wide range of results.

I was impressed; recommended.
Twitter Facebook
2 Comments
Sat Feb 22, 2020 6:28 pm
Post Rolls
  • [+] Dice rolls
Recommend
7 
 Thumb up
0.05
 tip
 Hide

Battle of Pells Point

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
No cannonade and in any case the artillery are unable to fire effectively so straight to the battle.

The Americans are withdrawing and get the first move, so have the tempo advantage. Strategically they may be withdrawing but in this battle they were on a tactical attack. The light infantry on the right started with a lightening attack on the right flank, embarrassing the Hessians with a damaging round of firing. The British response was a quick step advance up the centre, which took ground but only forced the retreat of the advanced American unit behind the stonewall with regular infantry occupying the ground but causing no casualties. The American response was a bayonet charge in reply, augmenting the one advance unit in the centre with another from the second line that inflicted casualties and pushed back the British regular unit, which then broke after failing the rally roll. At the same time a sniper had managed the one-in-six roll to take out the Hessian general. After two turns the British were down two VPs.

The British threw out heir light troops as a skirmish screen, which enabled the artillery to get into action. The result of this was some damage to the Americans and retreats. The Americans probed on their right and the British in the centre and neither had any effect. The Americans rallied their troops and were able to return all units to full strength; these units then fired and forced back the advancing British units. The response was to bring forward the Hessians on the British left flank to prepare a strike force. The American response was a forward march to bring forward the reserves from the rear into the secondary line: a forward defence rather than fighting withdrawal! The British edged their line forward to bring their superior artillery numbers to bear.

Shots from the American light infantry on the right on their opposite numbers hit home and the Hessian light infantry fled: three VPs now for the rebels. The British artillery started to fire and managed to do damage and drive back an American unit. The American response was a general fire along the line that proved effective as it caused another three hits. At this the British response of two artillery units and one infantry unit firing with a total of nine dice managed to have no effect; the situation was getting grim for the British. The Americans ordered their line in preparation while the British continued to fire with little effect, mainly rolling artillery hits against the infantry (Napoleon’s Grand Battery would have been annihilated). Just to add to the difficult situation the Americans now rallied again, bringing their army back to full strength while the British were down 3VPs.

The Hessians were finally launched on the left flank but again caused little damage. The American response was to launch an attack column from the centre towards the left flank, each unit in turn crossing the stonewall before turning left and firing on the nearest British unit. The British light troops retreated and then fled. The British front line of artillery and infantry, which were still in the deployment area hammered away to scant effect and the Americans continued their advance, firing as they came; the combined fire of two units concentrated on one British regular unit was enough to destroy it. The battle was all over in 11 turns with a five-nil victory to the British.

The dice favoured the Americans who were also advantaged in having two rally cards. However, it might be noted that all four units that fled did not have any supports and this is a definite weakness for the light troops who might be thought as being more independently minded troops. The British barely got out of their deployment area and an aggressive defence by the Americans proved very effective.

Campaign score:
British/American
Tactical 42/28
Strategic 4/2
Twitter Facebook
3 Comments
Sun Jan 12, 2020 10:14 pm
Post Rolls
  • [+] Dice rolls
Recommend
2 
 Thumb up
 tip
 Hide

Battle of the Nations 1813

Captain Nemo
United Kingdom
flag msg tools
Avatar
Microbadge: Profession - Business and managementMicrobadge: Military History buffMicrobadge: Wargamer of 50+ yearsMicrobadge: Religious History buffMicrobadge: Naval Aviator
Note the term Army is used by the game but should probably more accurately be described as Corps. The description of the rules is general rather than specific thus it might be noted that placing an army also scores a Victory Point. Please read other posts for more details.

I had the opportunity to try this game and fought as the Allied commander Schwarzenberg. Initially there are no armies down on the table but Napoleon is dealt five objective cards, which will be the main source of victory points; therefore at the start only he will now what is being fought over. Each turn a player can take five actions such as picking up or playing cards. Introducing an army is one action but when putting an army down a player will (normally) place three tokens in adjacent areas. The Allied armies encircle Leipzig at the edge of the board while the French armies will go down around Leipzig itself. During play cards can be played to move tokens, which advances the clock, and to remove tokens: when there is only one token left for an army the actual army is placed on the board and fixed in place. As time goes on there are two combat rounds during which armies inflict damage before the final victory point scoring. After each day has elapsed one of the objectives is revealed by Napoleon, with the game/battle finishing at the conclusion of the final fifth day.

There is considerable subtlety in play and commanders have to balance (1) the need to get armies on the board, with (2) moving tokens, and (3) fixing their position by removing marker tokens before the enemy does the same with his own, with (4) the French trying to hide their intentions as they slowly reveal the locations of the objective markers. In this game the early interest was at the extreme Western and Eastern sections of the board but Napoleon discovered that the play had advanced so swiftly that one of his armies could not be deployed because there were already armies in all the areas the tokens would initially go in and the only area left for Napoleon’s Army was Leipzig itself, where his army had little influence on the battlefield. After this the French player ran off time as fast as he could, which proved erroneously quickly, as Napoleon could only advance time slowly: the morale of the story being that you have to be careful to allow yourself the ability to run down time swiftly by having tokens left to move. In the event the Allies were able to get further armies in from North and South but still had one army not even on the table in terms of tokens and two on the table that were yet to deploy, still having all three tokens deployed.

At the end all armies on the victory objectives and those next to them are involved in determining who has greater ‘firepower’ to claim the objective, which scores different victory points for the Allies or French. In this case the Allies had actually got an army on one victory objective, by accident, but could also claim more troops contesting objectives on two other ones that had French armies on them; there were two objectives clearly held by French armies. Thus the Allies could claim to hold three of the five objectives and had a clear VP win.

This is definitely from the Euro-game style and is not anything like a traditional hex and counter wargame, although it has (quality) large counters and hexes! It does have some clever mechanisms and requires some challenging thinking.

I enjoyed it but would caution grognards to think carefully before investing in it, which I will NOT be doing. It reminded me of games such as Race to the Rhine or God’s Playground, games that are clever and innovative, which I have enjoyed, but well outside normal hobby expectations in terms of hex and counter gaming.
Twitter Facebook
0 Comments
Thu Jan 9, 2020 10:53 pm
Post Rolls
  • [+] Dice rolls

1 , 2 , 3 , 4 , 5  Next »  

Subscribe

Categories

Contributors