Wargames on your table - August 2020
Sam C
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Urbana
Illinois
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The situation in the world just keeps on getting crazier. As if a worldwide pandemic and enormous protests aren't enough, there are also baboons with chainsaws in the UK and golf-ball-sized hail here in Urbana. But we can always lay out our cardboard on the table and have some warfare in peace and quiet.

So what's on your table? (Or computer screen, as the case may be.) Who's sitting across from you? (If anyone.) Let's hear about it!

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Five shiny Geekgold to the first commenter to identify this August battle!

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1. Board Game: Shiloh: The Battle for Tennessee, 6-7 April, 1862 [Average Rating:6.44 Overall Rank:12176]
Board Game: Shiloh: The Battle for Tennessee, 6-7 April, 1862
Magister Ludi
Australia
Fremantle
Western Australia
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Another oldy on the table to train the new generation...

Shiloh is part of the old Blue and Gray quad from 1975 and while simple, my 11 yr old is now familiar with the mechanics, so easy to get him to play a game. He still favours the defence, so have to encourage him to make some offensive moves from time to time.

As well as being a good way to spend some time together, we get to discuss history, so it’s a win all around!

From gallery of Aussie550
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2. Board Game: Lee vs. Grant: The Wilderness Campaign of 1864 [Average Rating:7.13 Overall Rank:4428]
Board Game: Lee vs. Grant: The Wilderness Campaign of 1864
Alan Sutton
Australia
Moruya
NSW
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Steve and I had to miss a week but we managed to play on Thursday. We are up to Turn 5 or 6 now.

There were a lot of developments. I must say that the full strategic situation here has only really become apparent to me in the last Turn. This is a game that would benefit from a few playings as the full subtleties of the situation and rules need a bit of time to sink in.

So, I have realised that I need to start destroying railroads if I am to have any hope of winning this game. The Union VP levels for victory are extremely high and battles are usually equally bloody.

In the first few turns I was hampered by only having a supply line from Aquia Landing but I have managed to build a new supply base on the Pamunkey River, enabling operations to proceed further South. Stewart tried to destroy this new supply base in an audacious attack but was repulsed by the garrison and Gregg rushing down to help.

Hancock has been bottled up in Wickham Station by Hill but Sedwick and Warren are in front of Ewell at Fair Oaks. Longstreet tried an attack on Sedgwick but was badly repulsed and forced to retreat to the wrong side of the Chickahominy River with heavy losses. He is now vulnerable.

This game is growing on me now the whole situation has penetrated my dim brain. My other Corps South of Richmond also have things to do. There are railroads down there that need destroying for VPs. My Corps outnumber the Confederates there but my Leaders are pathetic. No initiative value, movement only what is thrown on the dice which can be excruciatingly slow.

Burnside is way off to the North out of the picture, plodding along doing his own thing, trying to destroy as much railroad infrastructure as he can. No Confederates up there to stop him.

Here is the situation:

From gallery of Moruya23


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3. Board Game: Victory in the Pacific [Average Rating:7.21 Overall Rank:1599] [Average Rating:7.21 Unranked]
Board Game: Victory in the Pacific
Daniel Blumentritt
United States
Austin
Texas
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I'm in the middle of a really weird play-by-email game as the Japanese:The attrition has gone completely my opponent's way. After 4 turns I've sunk a few British ships and the 3 ABDA cruisers, but Lexington is the only American ship I've sunk outside of the 5xBB I got in the Pearl Harbor surprise attack. On the other hand I've lost 5 CV, 1 CVL, 1 BB, 7 CA.

So the American fleet is already stronger than the Japanese fleet and we're still a turn away from his big group of reinforcements coming in, but my saving grace is that his slow BB can't reliably threaten both Hawaii and Indonesia so at least my entire IJN should still be able to beat everything the USN can bring to bear - for one more turn.

The board position, however, has swung completely the other direction and I own every single port and base in or behind the Indonesia-SPO-Marshalls-Hawaii line and have control flags in 3 of those front 4 are (don't have SPO). I only lead by 13 POC but I'll get the Home Islands, CPO, and NPO each for a single ship next turn, so I should be able to extend the lead a little. With even attrition, my board position would be nearly good enough to draw a surrender. But with an even board position, the heavy losses I've suffered would have me considering the same. Instead we actually have a pretty even game - I think. It's such an odd situation I'm having a tough time evaluating who's actually head.

I've seen big disparities before like this between attrition and board position - in games where the US ducks the big battles and goes for a strategy of fleet preservation - but I don't know if I've ever seen it quite to this extent. Usually an Allied player who ducks to the point of having lost this many bases doesn't inflict such harsh casualties on the IJN either, while a USN who fights hard enough to save a couple of those bases isn't ducking enough to have such light losses.

But in this game it wasn't just that my opponent played the duck'n'roll game, it was that he also did so while winning carrier trades and cruiser trades whenever he did fight some small battles. The worst was when Hermes and Formidable fought Akagi, Zuikaku, Shokaku, Hosho, and 26th AirFlot - we traded Formidable for Zuikaku.

However, he also consistently has whiffed against amphibious units while I got his. For example this last turn I took Guadalcanal by the "back door" from the Coral Sea just by sending 2 unprotected amphibious units, which ended up facing 3 BB, 1 CA, and 2 CV and yet one of them snuck past him. Meanwhile, in the South Pacific, Akagi and Hiyo got the Day they needed and then each removed a US Marine (1 sunk, 1 disabled with 4 DP) which saved for me both Guadalcanal and Lae.

Will post the ending later when it's done.
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4. Board Game: Last Blitzkrieg: Wacht am Rhein, The Battle of the Bulge [Average Rating:8.63 Overall Rank:3907]
Board Game: Last Blitzkrieg: Wacht am Rhein, The Battle of the Bulge
ian morris
United Kingdom
Lichfield
Staffs
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Nothing on the actual table, as we’re about to have a few days away, but on Vassal I have this going on. Dec 16 was fairly indifferent for the Germans, although Peiper was set to overrun 14 Cav and 116 Pz had seized Burg Reuland. 12 SS Pz had gone north and tried to break through at Wahlerscheid, which the Americans had just held off.
Things are going much better on Dec 17 though : Peiper broke out and ran nearly his whole command past a helpless 14 Cav HQ to seize Bullingen, but then failed to reactivate with the road to Malmédy open. 277 VG managed to slip a couple of units south of 99 ID. Then, after an American activation, I got four on the trot (we’re using the 3-chit draw system) : 1 SS Pz moved through Peiper, and in two activations was able to dislodge the trains for 2 & 99 ID, and 99 ID HQ ; 12 VG was able to wrest Rocherath-Krinkelt from the Americans ; 2 Pz overwhelmed 110/28 at Clervaux and was unlucky not to get a second activation to head for Bastogne ; and 326 VG managed to seize Höfen.
My opponent and good friend Steve is up next, but his choices are the 14 Cav remnants or CCR 9, neither of which will be able to help him out of the terrible situation he faces in the north, where 2 & 99 ID are effectively surrounded with their trains unable to get through. He does have six air points available, so air supply is an option. My plan is to redirect 12 SS Pz through Höfen and take Elsenborn. If I get to go first, then I think 2 & 99 ID are doomed.
Looking forward to playing this campaign through to conclusion : it will probably be on this list for many months !
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5. Board Game: Battle Hymn Vol. 1: Gettysburg and Pea Ridge [Average Rating:7.77 Overall Rank:5210]
Board Game: Battle Hymn Vol. 1: Gettysburg and Pea Ridge
Neil Bunker
United Kingdom
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I'm playing the Gettysburg campaign scenario from Battle Hymn Vol 1.

Just reached the end of Day 1 and, wow, what a great game this is. I'm still a noob at hex and counter games (only my second 'big' game') but I found it relatively 'not too bad' to learn.

It's also super easy to solo with a chit pull system that throws uncertainty onto all my well laid plans.

From gallery of Bunkelos Board


I know next to nothing about the history of the US Civil War and I also can't compare this to any other ACW game. However, Battle Hymn has a strong sense of narrative flow as the two sides converge and a few skirmishes develop into a raging battle.

It'll be on my table for the most of the next week and I'm seriously thinking about diving straight into the Pea Ridge campaign afterwards.

Someone tell me when Vol 2 is due for release!

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6. Board Game: Axis Empires: Totaler Krieg! [Average Rating:8.37 Overall Rank:2972] [Average Rating:8.37 Unranked]
Board Game: Axis Empires: Totaler Krieg!
David Brown
United Kingdom
Stockport
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I had the original Kreig and Totaler Krieg and bought this 2nd hand last month.

I have only just set up and ploughing through the rules, and boy they are not clear. If it wasn't for the fact that I have played TK and know that there is a good game here, I possibly would have given up
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7. Board Game: The Blitzkrieg Legend: The Battle for France, 1940 [Average Rating:8.03 Overall Rank:3997]
Board Game: The Blitzkrieg Legend: The Battle for France, 1940
Randy D
Australia
Sebastopol (Ballarat)
Victoria
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Just finished the third turn of the Fall Gelb campaign (no Holland).

May 14 – Germans have a hard time having their supplies keep up with the panzers

In the center and south, German progress is slow but steady. Sedan falls.

From gallery of GeneSteeler
Germans push towards the Meuse in the north. They find themselves overextended and a timely French counterattack cuts off the advance force and recaptures the two air bases. French use internal ammunition reserves as their supply train is stretched too far and the German advance force blocks the route.
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8. Board Game: Here I Stand [Average Rating:7.92 Overall Rank:255]
Board Game: Here I Stand
Couldn't quite close the deal with the French/Ottoman combo in a 3p game that nearly went the distance (the English won an improbable military victory on the final turn due to the dice falling exactly as they needed to).
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9. Board Game: Virgin Queen [Average Rating:8.05 Overall Rank:639]
Board Game: Virgin Queen
Another nailbiter of a game, 5p that France managed to pull out somehow -- in spite of the Catholic league forming and the country torn apart (and crumbling), some successful marrying and a timely success on the patronage table kept him just on 25 (to my Protestants' 24 with the English), victory was mine but for whiffing on the rolls for a rebellion in Paris with a 4CP card against a lone defender on the final turn. Sigh...
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10. Board Game: Empire of the Sun [Average Rating:8.14 Overall Rank:752]
Board Game: Empire of the Sun
First opposed game of this, played the first two turns in a few hours, eager to get it back out and continue.

The Allies were aggressive and did not shy away from offering battle, after trying to catch me napping in the Marshalls whilst otherwise occupied in the DEI. Took some painful irreplaceable losses to the CV forces, with Ryujo out of the game and both Hiryu & Shokaku flipped, but knocked out all the Allied CV (including the UK CV & CVL). Unfortunately, they'll be back, and mine... well, Junyo will be back, at least.

I'm not sure if that was a wise expenditure of precious time and naval assets, as it also kept me from finishing off the DEI on T3.

Hopefully we'll get to pick the game up again in the coming days.
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11. Board Game: The Battle of Blenheim, 1704 [Average Rating:6.95 Overall Rank:11707]
Board Game: The Battle of Blenheim, 1704
Dave Rubin
United States
Trenton
New Jersey
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Finally got this onto the table, the introductory volume of the Seven Hex System. Tactical considerations are abstracted and represented by position within a (seven hex) area. The purpose: to focus the players on the concerns of Marshals, not Colonels, and to keep a low complexity budget. Well, the rules are simple, but there is a loooong list of drm’s.

From gallery of dirubin
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12. Board Game: The Civil War 1861-1865 [Average Rating:7.70 Overall Rank:1231]
Board Game: The Civil War 1861-1865
Steven Goodknecht
United States
Bourbonnais
Illinois
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I just finished turn 2 in my (albeit slow moving) ongoing game. Things heated up a bit.

In the East, Abe got McClellan (now commanding the AoP) to cross the Potomac and attack Beauregard's ANV near Fredericksburg. A draw but some important promotions. Although Longstreet was wounded.

In the West, Grant with 6SPs attacked Forts Henry and Donelson. He won the battle but alas, he was wounded. That loss of a promotion was a blow for the Union.

In the Trans-Miss a stalemate but the Union ASW (now commanded by McDowell) did move to Rolla to protect the depot there. Van Dorn is now the leading Confederate in that theater.

I did remove the Far West map. Too much trouble while also re-learning rules.

 
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13. Board Game: Wilderness War [Average Rating:7.72 Overall Rank:798]
Board Game: Wilderness War
VASSAL PBEM

We decided against another go at Strike of the Eagle and switched to this. My opponent has a few games under his belt, though not for a few years, and me just one, so it should be fun. I'm the French. Montcalm has immediately captured Hudson Carry North, and now Abercromby has come storming up from New York to put his two cents in.

From gallery of sushidog
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14. Board Game: Kernstown [Average Rating:8.45 Overall Rank:9975]
Board Game: Kernstown
Michael McCalpin
United States
McKinney
Texas
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My first foray into the Blind Swords system. I had purchased Stonewall's Sword: The Battle of Cedar Mountain some time ago but ever got it to the table, so I used the recent Revolution sale to push me forward on this title.

The rules "read" longer than the complexity they contain. It's not like this is a super-simple or super-complex game, but somehow I kept making the rules more complex than they are. Then I ran across this excellent and detailed AAR of Scenario 1, and somehow it all seemed much easier to follow. I started and have just completed my own solo play of Scenario 1, with very different results to those I had just read about.

To those unfamiliar with the system, each turn includes both formation chits as well as various event chits, some selected by each player and some selected randomly. There are even two chits that can, respectively, negate the following chit drawn or cause a more random event. There's a lot of chaos, and the player's task is to somehow manage it. I have two cats and eight hens, and I can herd them okay, so maybe this system is for me.

The Union got a good break on turn 2 (of 4) when their brigade chit was drawn first. Though the Rebel defensive fire was effective, there were just too many bluecoats and the lone Confederate regiment was driven from the Stone Wall the scenario is named for. So now the Rebels were going to have to take the wall back, and as the wall is pretty potent defensively, that was going to be tough.

And then the chaos really got in gear.

Both sides had huge attacks with seemingly assured odds go completely awry: rolling a 11 or 12 on 2d6 using the 11-66 system will do that for you. The Rebels couldn't get their attacks coordinated at all and suffered from some Fatigue and Low Ammo events, so while they were able to grab one end of the stone wall, they couldn't hold it, and when they had a clear shot to bring powerful reinforcements up on the final turn to capture one of the stone wall hexes, the Fortunes of War chit came out just before that powerful Confederate brigade's chit was drawn, so no activation. A big Rebel swing and a miss and a Union Decisive Victory.
From gallery of mmccalpin

I expect I missed a few items (example: unsupported units lose one Cohesion Factor), and I think I forgot to roll a couple of times to see if a brigade got a full or limited activation, but this was a quick-playing and very reasonably-sized introduction to the system. Now onto the next scenario.
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15. Board Game: Ambush! [Average Rating:7.44 Overall Rank:858]
Board Game: Ambush!
S S
United States
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I've owned the series for years, but have only played the Ambush scenarios. With the pandemic, I figured this would be a great time to rectify the situation.

Over the week, I've played the first three scenarios. Bloody St. Mick was a cakewalk. The squad won handily with just one man wounded. Chasoul was just as easy. One man was incapacitated because of a booby-trap, another wounded. Nothing I could've done about it, but I was able to save the soldier. Two missions in, and the Germans had taken perhaps three shots, all very low odds. A Cold Morning in Belgium also started very well. I kept the squad safe and inflicted steady casualties. A wounded German soldier rolled a "0", then a "9", killing one of my men. That put a damper on things. Still, three missions completed, my men were getting pretty seasoned. I had two IN4s, four 3s, as well as a 2 and 1 (the replacement).

Today, I played the D-Day scenario, and everything went pear-shaped from the start. One man landed on a building, wounding him. Another landed into brush and was wounded--low odds of that happening. My best leader landed in the heart of town, right in the open, right in sight of three Germans. Oh, did I mention the weapons cache landed in the drink?

The scenario is now in Condition 6, the highest level possible, meaning the enemy is on fullest alert. Eight out of ten sightings have occurred, meaning the action is winding down. And my men haven't even been able to fire a shot!

The leader in the open only just now shrugged off his parachute, having been forced to remain immobile to reduce the odds of getting killed--he was nonetheless wounded. My remaining leader finally received a double turn. Intending to rush the Germans near the bridges to snapshot with his Tommy gun, he of course rolled a jam. It's all looking very bleak at this moment.


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16. Board Game: The Lamps Are Going Out [Average Rating:7.57 Overall Rank:4164]
Board Game: The Lamps Are Going Out
Tim Korchnoi
United States
Richmond
Virginia
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Has anyone seen our beagle????
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I've got this back on the table again (and it is rather timely I must say )

Once again the game has taken on its own unique character. On the first turn, "brave little Belgium" defied the Imperial German Army by rolling 6 three times in a row to start the game slowing down the German juggernaut. The Russians then maneuvered themselves into position to strike a huge (maybe game ending) blow in Posen. They even had a unit with a +2 modifier to strike a spent German army! wow Battle was joined, the Germans rolled a 6 and the Russians a 1 gulp

Now, in late 1915, the Germans are firmly entrenched in the Somme area, Serbia has been conquered, Italy and Bulgaria are in the war and the Turks are threatening Sinai. The one trump card of the Western Allies: they have a huge tech lead with four cards on the table to Germany's one.

So once again, this game does not disappoint in terms of excitement and creativity. I wish I knew some swear words in German as I needed them after pulling a P3 tech cards three times in a row! I love how the game allows you to focus on the strategic picture but still, in its simplicity, has a combat system that reflects the situation in WWI.
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17. Board Game: Jackson at the Crossroads: Cross Keys & Port Republic, June 8-9, 1862 [Average Rating:7.65 Overall Rank:8822]
Board Game: Jackson at the Crossroads: Cross Keys & Port Republic, June 8-9, 1862
Iain K
United States
Arvada
Colorado
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I think one of the most interesting "what ifs" in the American Civil War took place on a quiet Sunday morning of June 8th, 1862.

"Stonewall" Jackson was getting ready to attend church in the Shenandoah town of Port Republic. His troops camped north of the town were resting their heels. Word was Fremont was moving south, but Ewell was ready to block any movement should it materialize.

And then there were Union troopers riding throughout the town, all hell broke lose, and Jackson ran for his life.

The cavalry, West Virginians of Shield's Division, along with two sections of artillery had passed unnoticed along the eastern bank of the Shenandoah river, crossed a virtually unguarded ford and entered the town. They spread out north and south along the town's main street in a scene straight out of the Wild West.

When the dust settled, Jackson's supply train and cavalry had skedaddled.

Amazingly, the West Virginians almost succeeded in burning the North River bridge, an act that would have cut off Jackson's line of supply and retreat.

What if they had...


I've been waiting for a reasonably priced copy of this title for years, and a couple weeks ago I found one.

Here's the scene just before the Union raiders cross the lower ford into town. And yes that's Jackson (dark red counter) completely by himself.

From gallery of citizen k


Now the North bridge has burned and Jackson has fled north over Pickey's Ford. Jackson's Valley Army hold that ford, but (spoiler alert) overnight flooding will make this tenuous supply line impassible as well.

Oh and did I mention Shield's division is following its cavalry down the east bank towards Port Republic?

Jackson has to get some troops across the North River to protect Port Republic's VPs while keeping a sizable force north of the river defending valuable VPs there from Fremont's onslaught. That North shore force will lose the ability to resupply ammunition when the swollen river closes the ford during the second day of battle.

Should be interesting.
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18. Board Game: Ligny 1815: Last Eagles [Average Rating:8.34 Overall Rank:4800] [Average Rating:8.34 Unranked]
Board Game: Ligny 1815: Last Eagles
Lo
Canada
Victoria
British Columbia
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This evening, having fallen asleep refreshing myself with the rules in the afternoon, I sat down to play a solo game of Ligny 1815: Last Eagles. Not having played it in awhile, I didn't feel up to the full battle so I played the small, second scenario, "The Streets of Ligny" which pits a French corps under Gérard against a similarly sized Prussian force.

It's just as well that I didn't play the full game, because the Prussian's dice were hot and the French dice were not.
From gallery of Lowengrin
5pm

In fact, it was such a lopsided play, that French light cavalry charging an isolated Prussian battery, couldn't even rout it. The battery was reduced, but on it's next turn, shot up the cavalry so bad, it routed from the field.

Meanwhile, Gérard charged the walled farm in front of the village five times and failed to take it every time (even with a -2 modifier in his favour on the dice roll). So by the half-way point of the third turn (out of four), the French hadn't captured a single victory point location. Moreover, they'd lost two infantry regiments and had two cavalry regiments and a horse battery flee the field. Meanwhile, the Prussians had lost the one artillery unit (which was destroyed when French infantry sought revenge for the defeat of their cavalry).

Gérard tossed in the towel without playing the last turn and a half.

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19. Board Game: Stonewall's Sword: The Battle of Cedar Mountain [Average Rating:8.09 Overall Rank:5112]
Board Game: Stonewall's Sword: The Battle of Cedar Mountain
Alan Sutton
Australia
Moruya
NSW
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I have been continuing this one, a turn per session, or two today. To achieve the chaos and unpredictability this system is becoming well known for there are so many chits in the opaque container that each turn does actually take quite a long time. I am playing the 14 turn long version and I would guess this will end up taking at least 14 total hours, maybe 18. That does seem like a long time for a game on a battle of this size. Chaos obviously comes at a price in terms of playing time. However, whingeing out of the way, here is what has happened so far....

Here is the situation at the beginning of turn 8:

From gallery of Moruya23


A pause has come over the field on the Confederate right at this point. Forno has gained the heights overlooking the South Fork of Cedar Run. Trimble has managed to march round and capture the 10 VP location of Robert Hudson's farmhouse. Things are looking good for the Confederates here. Thomas has also marched up in front of Forno to provide support in the cornfield.

In the centre Early has been resting for a couple of turns knowing that he is safe from attack for a little while. The Union are consolidating in the centre too.

Over on the left, after a long struggle, Branch has ejected Gordon from one of the VP locations South of the Brushy Field. This has been the main objective for Jackson for a few turns. These VPs have been adding up so that the Union is sitting on about 24 VPs now. Hill has had to send 2 Brigades in this direction to accomplish this.

Here is the situation at the beginning of Turn 11:

From gallery of Moruya23


The period of reforming and reorganisng is over. You can see a lot more shaken and disrupted markers now. Early stormed down from the slopes across the open ground and assaulted the centre of the Union line. Geary was defending here and his brigade has buckled and fled to the rear. However, Early also suffered badly in the attack.

Meanwhile Ricketts' Union Division has arrived and he sent Hartsuff's brigade over to eject Trimble from his VP location at Hudson's farm. Miraculously Trimble hung on, outnumbered, he repulsed Hartsuff with heavy losses. In the latest turn Forno and Thomas both failed their command rolls and did nothing so Early received no support. Prince adjusted and improved his line.

Over on the Confederate left, Ronald took back the last Brushy Field VP and Pender arrived to aggressively assault the centre right of the Union line.

At this stage the Confederates have captured a few important VP locations, recaptured the main source of Union VPs and are putting pressure on the Union centre. The Union still have 3 more of Ricketts' brigades to arrive, one per turn with 4 turns left.

Not sure how it will play out but I'll finish this off soon. I do like this system although, for a small battle this has turned into a big and long game. Not sure how well this system could cope with any of the larger battles. Having fun though!



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20. Board Game: Roads to Gettysburg II: Lee Strikes North [Average Rating:8.92 Overall Rank:4052]
Board Game: Roads to Gettysburg II: Lee Strikes North
David Dockter
United States
Minnesota
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From gallery of Herr Dr


Late Day 4 of the 6 turn Pipe Creek scenario. Having a blast.
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21. Board Game: RAF: The Battle of Britain 1940 [Average Rating:7.95 Overall Rank:1348]
Board Game: RAF: The Battle of Britain 1940
David Dockter
United States
Minnesota
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Just arrived.
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22. Board Game: Jeff Davis: The Confederacy at War [Average Rating:8.26 Overall Rank:8450]
Board Game: Jeff Davis: The Confederacy at War
David Dockter
United States
Minnesota
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Had it set up in FEB, but, COVID interrupted it. Will get a game of it going very soon.
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23. Board Game: D-Day at Tarawa [Average Rating:8.20 Overall Rank:2646]
Board Game: D-Day at Tarawa
David Dockter
United States
Minnesota
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...3 three solitaire's on table this month.
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24. Board Game: Saipan: The Bloody Rock [Average Rating:8.09 Overall Rank:7606]
Board Game: Saipan: The Bloody Rock
Doug Mann
United States
Corpus Christi
Texas
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In high school and college, I'd play a new game to death after getting it (1914 in high school comes immediately to mind), and I seem to have returned to that m.o. with the Company Scale Series. Two face-to-face wins of "Jig Day" Tinian: The Forgotten Battle and a couple of solos last month led me back to "Saipan" for the greater depth of decision-making.

Having worked my way up from the Death Valley scenario to play "Dog Day" twice last month, I have started a solo play of scenario 4, "First Week in Hell." It uses the whole south map and seven campaign days, so after this I'll set it aside for awhile.
From gallery of Doug1020
Finishing the Amphibious Movement activation of the 0700 turn.

The Marines have to think about pacing, both strategic (Dispatch Points and Fatigue) and tactical (Direct Command points). The Japanese have some tough decisions on when to stay and when to pull back.

After this, I need to start reading the rules for Barbarossa: Army Group South, 1941.
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25. Board Game: Verdun 1916: Steel Inferno [Average Rating:8.73 Overall Rank:6329]
Board Game: Verdun 1916: Steel Inferno
Karl Kreder
United States
Nuevo
California
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I just set this up and I’m playing through the example.
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