Thursday, August 16, 2012

CCN - Battle of Rolica, Afternoon

In Commands & Colors, the second Battle of Rolica scenario is a tough one for the British.  The Brit commander absolutely must be patient and achieve good command control before engaging the well positioned Frogs.
This is a game between myself (Brits) and Herrodadog (Frogs) a couple of weekends ago.  Played with 6mm Baccus minis, and 4" terrain mat by Hotz.
Overview from the Froggie side of the table.  You can see that nice line of hills they have for defense.  The Brits have to squeeze past some unpassable ridges and funnel right into the waiting hands of the Frogs.  This makes it very tough.

I played an out of supply card on the first turn to move the French artillery back to its baseline hoping to get some time to go to work before it got back into action.

I repositioned my infantry to a safer location on the left to wait for a better time to advance.

The Frogs advanced down of their ridge as I moved up some Heavy cavalry and infantry.

The French also secured the woods on my right with some Leger supported by light cavalry.

My Portuguese fired a few volleys intot he woods and pushed the Volitgeurs back out.  They retired back to the ridge.  A good start I thought...

My Cacadores drove the French light cavalry away as well..

But how fast things can change in this game.  The Legere and cavalry came back rapidly while I was doddling around bringing up more infantry.  My Portuguese line formed square and my Cacadores stood and fired.

The battle at the square is inconclusive with both the cavalry and the infantry taking some casualties.  A very brilliant game design feature is that when you go into square, your opponent gets to randonly draw one of your command cards and place it on the track as long as you remain in square.  This represents loss off command control and can be a huge game changer.

Meanwhile back in the center the Frogs are pushing my Brits back with a nice combined arms assault.  They have siezed the woods at the mouth of the ravine which means I will have almost no chance of pushing them out right now.

And now my poor infantry lads are taking some punishment.  I have to do something before that French battery goes into action!

I decide on a wild gamble, and played the British cavalry against the French battery.  Alas, my cavalry was blown away and we didn't accomplish much at all.

Back on my right, my Portuguese are still standing in there against the French attack.

But then my Cacadores get hammered and pushed back.  Now that line unit in square is all alone and unsupported!  I had brought up some artillery to help, but that French cavalry is on the loose now.

I finally get some of my reserve units in motion.  The problem I have had so far is that Jil has dictated the tempo of the game and kept me fighting in little sections.  He is playing well, and I must find a way to get my army coordinated and stop reacting to everything he does.

Here I was thinking "Oh boy" I'm going to let the Frogs have it now with my artillery, but guess what?  My gunners decide to fire high and miss.

That lucky Frog cavalry!

And then my gunners do it again!  Man, it was right at this moment that I realized I was in deep trouble.

My card deck was not cooperating so I had to piddle around a little.  I moved up some Portuguese light cavalry and Brit light infantry to threaten the Frog center.  I was hoping to make him react and relieve some pressure on my right before it collapsed.  Let's see if Jil took the bait.

Back on the right, the Frogs backed up to regroup because my guns finally started getting more effective.

And in the center the Frogs are exploiting their success against my infantry and cavalry.  Now they are in the closer woods with artillery support.  I'm in trouble here.

Well, Jil had been aggressive all day, why stop now right?  Here he comes with a couple of Froggie columns to threaten my threatening force!  Jil has been doing a great job of controlling the tempo and making me react instead of carrying out my  plans.

Now comes the beginning of the end.  The French Legere starts hammering my square.

And I mean hammered!

Here is where my Portuguese major screamed out "Form Corner!"  These guys are in serious trouble.

Remember those Frog columns?  They pushed back my lights in the center and now the French control the entire center.

All I can do on the right at this point is fire my artillery at the woods and hope like hell that I can hurt that cavalry before it comes back again.

The last volley from my army.  The French scored their 5th victory point about this time and the game was over.  Jil played this very well, and the game was never even close.  It is rare for this game to be such a blow out.

Sunday, August 12, 2012

Commands & Colors Crazy


Where in the heck has LTL Dad been lately?  He's been playing the Commands & Colors games by GMT.  I don't know if I've ever been this addicted to anything before.  Well, maybe when I was younger, chasing LTL Mom, but other than that...
These games are by Richard Borg, and are the final evolutions of a very fine game system starting out with Battlecry and Battle Lore.  You get to set up, play, and get this, FINISH a game in one to two hours, and maybe three or four hours for large multiplayer games when drinking beer and chatting too much.
The games come with high quality components.  Beautiful, well thought out charts, card decks, special dice,and rules.  The rules are written clearly and are simple and well organized.  Everything is very intuitive and after a few games you will rarely go for the rulebook or charts.  The games come with wooden blocks and you have to apply the stickers, the only down side for some people.

The heart of the game system is battlefield friction.  Each commander maintains a hand of cards, the quantity depending on the commanders skill level.  So historically better commanders will have more cards in their hand giving them more choices of commands and tactics.  The cards allow you to activate units based on sections of the battlefields or special conditions.  The card deck is the representation of command control/communications problems.  So the bottom line is you can do anything that the cards in your hands allow you to do.  This means that from turn to turn the commanders will have to react to a constantly changing condition and find ways to get their army to do what he wants despite the fortunes of war.

If you are the type of gamer who thinks he should have complete control of every unit in his army at all times, and that things should always go as planned, this game is not for you.  However, if you enjoy cursing the cards, the decks, the enemy, the game Gods, and biting your nails until the last turn of every game than this is the absolutely what the doctor ordered.



I had been eyeing this game for a long time but didn't try it till a few months ago.  I really wish I'd found it sooner.  Many of the modules are out of print but the good news is that GMT supports their stuff and they have a reprint system in place for game demand.  CCA and CCN look they will both be around for many reprints in the future so keep an eye on it at GMT and join the P500 list to help keep these games going.
In the meantime there are rules available for download and modules for vassal play.

Of course my group has already started to play this game with miniatures.  Finally found a use to drag all my historical armies out of the closet and get them some workouts.

I will post some of our miniatures battles here on my blog to give an idea what the game looks like converted to miniatures.

Saturday, June 23, 2012

Desert Skirmish

Without a lot of time for gaming right now we are still playing a lot of board games and "out of the box" miniatures games to keep us going.  Here is a small desert skirmish using Axis & Allies minis as well as the new Angels 20 aircraft for props.  We like playing early North African games featuring the Italians vs. the Brits.  Very challenging and fun little games.  Here the Brits are trying to break through a thin Italian defense and exit off the far side of the map.  The battlefield is a bombed out airstrip. We play with FOW until the units are spotted by placing the units cards on the table with a cover over them.  FOW adds a lot to this game especially since the recon units can utilize their abilities better.

I like A&A because you can throw down some fast little games that are quite fun.
Herrodadog advances with plenty of recon units, the Italians draw first blood.


A couple of Semoventes providing the muscle for the Italian line.
George's Italian fighter providing some pesky air cover.
The Matildas are real beasts at this time, fortunately they are very slooooow.

Much of the British recon is already out of action and the fighter is still buzzing about, but those Matildas keep rolling.

They are pushing back everything in their path.

In the background George and Herrodadog are skirmishing in the town and my Semoventes are steadily firing and falling back.
George's Italians flanking the British advance.  One of the Matildas gets its track knocked out and is stuck.

The Italians are doing a pretty good job of delaying, but slowly the Brits are getting the upper hand in the infantry battle, and the remaining Matildas are still advancing as they wish.

But the British attack on the barracks has stalled.

Herro decides to slip over to the road with his Matties but finds quite a bit of remaining Italian resistance in the buildings.  Lots of close action now.

I've lost one of my Semmies, but the Brits lose another Matilda as well and now have no hope of continuing the thrust. The Italians carry the day!

Saturday, May 5, 2012

Finally some More 10mm Buildings

I got a little time off and decided to finish up a couple of smaller buildings to give some variety.  I think that soon I must come up with a foundation file to handle city blocks with rows of continuous smaller buildings and I need to get a good mix of different sizes.  I've added graffiti to these new buildings and I think it looks more realistic.  You can download these in pdf here:
https://www.box.com/s/lqcylf4l6xk5x31tk9o8
I have two new buildings posted today, a drug store and an Italian Restaurant.  I was kind of hungry while working on these.

I really whipped these up fast.  Once I had them printed, it only took me about 10 minutes max to cut and glue them all up.

Tuesday, April 10, 2012

Angels 20 First Day Out

This upcoming week should see the finish of my huge project at work and the 80+ hour work weeks.  Nonetheless, I still have managed a bit of gaming and even a small amount of work on my Mech City project.  I just uploaded a temporary intersection for the streets http://www.box.com/s/lqcylf4l6xk5x31tk9o8 but I am planning to do some rework on all the roads soon and then on to getting serious about getting the city going for real.
Here are some pics from an Angels 20 game I played with George a while back.  Angels 20 looks to be a great game.  Lots of brain candy and maneuver for you sneaky types, and the models are great.  They also work very well for scenery props and other games like Axis and Allies and Flames of War.  It is still easy to play and plays fast.  I like it a lot and recommend it.

George's two Wildcats up against my two Zekes.  I started off strong and was definitely getting the better of the maneuver game.  I was spending a lot of time on his "six".

Here I am on his tail again.  I love the Zero in the foreground.  What a nice looking plane.

My problem was that my gunnery wasn't any good.  I got a lot of shots but couldn't manage to score any good hits through his heavier fuselages and eventually I started giving up shots to him.

I became so determined to finish one of his Cats up that I started taking chances.  This is not really a good idea in a Zero.  While it is agile etc..  it doesn't take a lot of abuse.  This Conga train I got going here is not recommended for the Japanese player!

Pitching, rolling, climbing, diving etc.. is all core to the game and important.  The bases in Angels 20 work very well.

Eventually I screwed around long enough and George started rolling his normal par, and one of my Zekes goes down.  These models are great for dramatizing some cool effects and photos!  Oh well, US Navy 1, IJN 0.  I'll get him next time!

Sunday, March 25, 2012

Breaking in the Mech City

Sorry guys, I had a choice between posting new buildings today, or gaming with my hooligan friends.  It was no choice at all!  We decided to break in the new Mech Warrior buildings and test out the basic street sizes and stuff while gaming.  For now we just laid straight street sections down loose, and spaced the buildings without worrying about the mat showing through.  Also, this was the first time some of the guys had played Mech Warrior even though they had played Battletech long ago.  All in all it was quite fun and I think everyone is happy with the game.  We will eventually add our own scenario and victory conditions generator along with fog of war to finish the game off.  Here's some pics with some notes.
Herrodadog was in charge of setting up the table as usual.  He always comes up with something pretty cool.

My small Lance cruising up along the outskirts of town.  In the distance you can see some of the Kampfgruppe 144 hangars I built for Wings of War.

Herrodadog was my partner and his Lance advanced through town.  Here you can see some of the skinny road sections I downloaded originally from the web.  They are very narrow and do not leave much room for the minis or for reaching in.

Herrodadogs Mech opens fire on leading elements of George's Lance.  These are my wider roads along the KG144 hangars.

It is shots like these that make me love this game!  George's Mech peeking over the hangar is just too cool.  Somewhat sinister as well.

Herrodadogs Mech and Tank Banzai into an ambush while my slow moving Lance struggles to keep up.  My Son Nick's infantry is engaging the tank, he was George's ally.

My lumbering slo-mos trying to catch up.

I'm pretty happy with these 3" wide roads vs the Mech Warrior bases.  They help a lot for keeping the spaces open.
Meanwhile, Nick's large infantry force is reacting to Herrodadogs attack on George.  These old Battletech guys are about to find out that Mechs are not necessarily kings in Mech Warrior!

Herodadogs infantry (close) and Nicks (far) get ready for some street fighting in the confines of the city.

It didn't take long for Nick's infantry to assault and destroy Herrodadogs tank.

And then the cheeky little bastards decide to have a go at my Mech!
Even giving it a little space, the old raods are just too narrow.


Between Nick's infantry, and George's tank and Mech smacking the hell out of my mech, I get bogged down and in trouble real fast.

We finally manage to kill off some of that infantry but now we got my Mech as a burning wreck.  Herros Mech is pinned down and hiding behind the hangar!
Herrodadog and I are in deep doo doo.

Nick still has plenty of infantry left.  Now that I've seen the two road styles on the table, I think I will go ahead and mount some of the 3: double roads and set up a close fit couple of city blocks and play another.  Then we'll know for sure about reaching in.   Even with the 3: roads I think it is a close fit, but I am afraid to go much wider because it may look wierd.  We'll see!

Sunday, March 11, 2012

More PDF Buldings 6 to 10mm

I managed to get a little more work done on the small buildings.  I'm concentrating on roads but that portion has turned out to be the trickiest part by far.  I'm trying to plan it out where the downtown districts will work out with a nice modular layout.  I've uploaded a couple of straight road prototypes that are double lane each direction.  I have found that the wide roads will be the best for leaving enough room to reach into the crowded city districts.  Otherwise it will be very hard to reach in between skyscrapers.  I left some stripe graphics overhanging the ends of the streets because of some strange problem with my editor.  Just cut at the end of the road.  The actual dimensions will be 3" wide by 9" long when printed.  These long straight sections can be cut to whatever length is required.
I also uploaded a second version of the apartment building, this one in gray color.  I also rescaled the doorway.  I think this is a better fit.  I'm working on intersections and corners now and after the roads are set I can finish up a bunch of buildings I have in process.  You can get the downloads here:
http://www.box.com/s/lqcylf4l6xk5x31tk9o8