Tuesday, September 25, 2007

Fallcon 20 (21-23 September 2007) - Part One

Just back from my trip to Calgary and Fallcon 20 . I headed out to Calgary on Thursday and stayed at my friend John’s (Cheers mate!). Thursday evening I tried out BattleLore with John and utterly crushed him (following rule #1 of teaching someone a new game – let the noob win thereby ensuring they will want to play again instead of immediately giving up hope – Cheers again!).

Friday I we wandered downtown to the Sentry Box and ran into Gary there. I swear every other time I go there I run into someone I know…. Anyway after spending way too much money and making a few more stops it was off to Fallcon!

Wouldn’t you know it - I forgot my camera. Which is really too bad because Friday night’s game – much like John Carter last year The game was visually stunning! Loads of very well painted figures and expertly crafted terrain. It was beautiful. Unfortunately that’s about all it had going for it…. Also just like John Carter last year the rules were really loose and widely open to interpretation and so rulings had to constantly be made on the spot and then changed when the clever rules lawyers found a new and clever way to exploit each one…. Turns took forever… Ah well, I could go on, but what’s the point. Another game, which could have been a whole lot of fun, ruined by a clever and argumentative rules lawyer bent on crushing all others…

Next morning….

For Saturday morning I had signed up for De Bellis Antiquitatis: Rome! I was a little worried about this. Those Calgary guys take their DBA seriously. The last DBA tournament I played in at Fallcon had been slightly less than fun (mostly due to the same rules lawyer from Friday night….). I had absolutely nothing to worry about, however, as everyone I played with was a lot of fun. I lost. I lost BIG TIME! Zero out of three, I’m not sure I even took out a single enemy stand in the entire tournament…. But I had a pile of fun just the same!

I’m not all that familiar with the Roman era. Most of my DBA experience has been Vikings, Saxons and Normans. I played Early Germans. In my third round the Germans played against Libyans… in Libya… not sure why they would be there, but they were so thoroughly thrashed they decided not to try again for nearly 2000 years! The Libyans were expertly played by Paul Hannah from Seattle – mostly warbands versus psiloi in a pile of bad going terrain. I had NO IDEA how to deal with that. It was all over so fast I never even got to take any pictures….

So here’s a couple of pictures of the first couple rounds…

(Remember: click on the pictures for a bigger version)


My first round opponent was an old friend from Saskatoon, Cory Loshney. Here are the Marian Romans (I think…) he fielded. Most armies were provided by Sean Devitt (the fellow that ran the event). I do believe this was one of Sean’s.


Here are the Early Germans I played. Also, I believe, painted by Sean.


The Romans and the Germans mix it up.


Huzzah!

I was crushed. If I recall correctly Cory killed five stands…. And maybe my general… oh well…


So fast was my first round I had a chance to wander around and check out some of the other games. Here is John, center of the picture, playing a large multi-player game of Roborally.


So great big 15mm ACW game that was going on next to the DBA tournament.


Mustangs and Messerschmitts?


The next round was against another Early German army. (Like that wasn’t going to be just a big shoving match…). Here’s the really exciting bit – my opponent, pictured above, is none other than Doug Hamm (you know… writer of Larry Leadhead?! How cool is THAT!?).


Doug brought his own army. Like all the armies present they were beautiful! As expected it was a big shoving match until one of my warbands tripped while being shoved back and then Doug’s Germans rolled up the line.


Some more of the DBA guys playing. In the immediate foreground are Sean Devitt (right – moderator of the tournament) and Gary Chappell (also from Saskatoon – who, if you are a regular reader you have no doubt seen elsewhere on this blog…).


In the end my pal Cory was proclaimed Caesar! HUZZAH! ALL HAIL CORY: CONQUEROR OF THE EMPIRE!


Next up was Victory at Sea. On the left is Don – my team mate who played the Bismark and the Koln – and on the right is Brent who played the British ships – the Hood, York, Nelson, and Leander. I had two Italian ships Trento and Littorio.


There are my ships. I think the one in the foreground is the Littorio.


(L to R) The Leander, Trento, and Nelson. (I think …).


The Littorio hammering on the Nelson. I think in the end I sunk the Nelson. Another fellow joined Brent later in the game. I think they got the Koln but the Bismark thrashed the Hood and the York and that got us into round two.


I ended up playing Don in round two. He had an American Cruiser and Destroyer, and I had a Japanese Cruiser and Destroyer. Above are my two ships. I totally don’t remember any of their names.


We swung high-speed circles around each other. Eventually I got in a couple good hits and sunk the American cruiser and the destroyer decided that discretion was the better part of valour and made for Hawaii.

Apparently in the other second round game they totally wrecked each other. A couple were sunk and all were crippled. As we didn’t have time for a third round and I got away with both both my ships more or less in tact (barely!) I was declared the winnah! Yay for me.

Next up: Part Two – Savage Worlds Saturday Night!

Tuesday, September 18, 2007

Plans for October - Taking Stock

Well as another convention approaches and another project finishes up I’ve been giving a lot of thought to “what next?” So much as to cause some distraction and slow the completion of said projects (Here I am less than three days until I head for Calgary and I’m STILL painting figures!! Well actually I’m finished painting the FIGURES, I’m just finishing up bases now….).

I had been thinking I’d like to get a regular game night going in October but now I’m thinking I’d like maybe take the month off gaming and take stock and make some long-term gaming/force building plans.

So when I get back from Fallcon next week I’m going to start taking stock (and pictures!) of all the figures I have, making a list of what I still need to paint, and what, if anything, I still need to get to finish off any forces I currently have. then I'll try and come up with some sort of outline or plan to complete said forces in something resembling an order of priority or whatever...

I’m also going to get started on some cold war forces I’ve been picking up lately – and I’m sure I’ll pick up some more at the Sentry Box when I’m in Calgary.

Maybe I’ll get a couple Blitzkreig Commander or Cold War Commander games in.

We shall see...

Sunday, September 16, 2007

Fallcon Savage Worlds Playtest

Had some of the local Savages over to do a final play-test of my Savage Worlds: Pulp Adventure game for Fallcon – which is less than a week away!

Because I don’t want to give too much away (and I’ve still got painting to do!) this will be a very brief teaser report – look for the full Game report form the convention in just over a week.

(Remember: click on the pictures for a bigger version)


A couple of the Local Savages (from left to right); Darrin starring as Jonathan (“Jock”) Hamish MacDonald – the famous Scottish Antiquarian, Jeff P. starring as Nathanial Smith – rugged explorer and adventurer, Andre starring as Marcus Andres – First Mate of the S.S. Persephone.


Lloyd starring as Proffessor Donald K. Stephenson – world renowned expert in ancient languages and architecture.


That’s me, I play the evil Nazis!


The players had a bit of rotten luck straight off the start as they encountered a band of angry natives which took out the foru crewmen from the Persephone that came ashore with Andres…


A Giant Constrictor attacks jock MacDonald. Marcus Andres comes to his aid. Professor Stephenson makes his way into the ruined temple.


Jock MacDonald, having clubbed the giant constrictor into unconsciousness, turns his attention to the angry natives along with Nathanial Smith. Professor Stephenson begins searching the ruins for the Golden Idol!



Der Ubersturmfuhrer confronts Stephenson and Smith. Andres, out of focus and in the background, has just shot Gunther – one of the pair of Gestapo thugs – enfuriating his partner Hans!



Jock MacDonald brawls with Mason Roberts, the famous American collector of antiquities, and Karl Von Kindershisse, Gestapo Agent.


The rotten luck continues – Nathanial Smith encounters a SECOND band of angry natives and is chopped down!


Roberts and von Kindershisse overcome the burly Scotsman and turn their attention on Professor Stephenson. Hans is chasing Andres about the ruins wanting to avange his partner.


The Nazis mow down the angry natives that surge through the temple after killing Smith.


Professor Stephenson has found the idol ans is trying to escape from the island before the volcano blows. His way is eventually blocked by Hans the Gestapo thug. The professor defiant to the end mocks the foolish Nazi lackey and points out that it is too late – No one will get the idol as the whole island begins to tremble….

The play-test went really well! We played out 18 turns in about three hours. We all had a really good time and I’m pretty confidant it will go over great at the convention. Um… all of the players characters did actually die…. So they, obviously, didn’t get away with the Golden Idol, the objective of the mission; this was due to some rotten luck on the encounters, some further horrendous luck in the search for the idol, meshed with some insanely lucky rolls on my part in combat with them… They were also a bit short -handed, only four playing whereas I had planned for five or six. If I get only four players at the con I think I'll give them each an extra benny and/or dropp one or two of the nazis.

Friday, September 14, 2007

Fallcon CLA Playtest

This evening I held another play-test of my Contemptible Little Armies scenario that I will be running at Fallcon in just over a week. I think all were quite pleased with the results. We played the game in a about three hours - with a player who had never played before. There were very few headaches and instances of having to BS new rules on the fly.

Much has changed since the inception of this scenario. While the general idea has remained the same – four armies in the “Back of Beyond” – the forces involved have under gone some sudden and drastic changes. Not so much in the make up of the forces – but in the very physical nature of the forces.

About a week or so ago I decided to tear all my Back of Beyond figures off the washers that they were individually based on and stuck them on to new multi-figure stands!

(Remember: click on the pictures for a bigger version)

There are some of the Russians


Some Canadians and Chinese.

Okay I dropped the Army of British India from the game, shifted the action further east to Mongolia or Eastern Siberia and replaced them with an interventionist force of Canadians.

Any way Gary and John showed up again (they had helped me with a play-test of the game last week) as well as Mr. Britton MacDonald – who was coming out to try out miniature wargaming for the very first time (hope we didn’t scare him off!!). Britton took the Canucks, I took the Chinese, John took the White Russians and Gary took the Bolsheviks.

Below are some pics and commentary of the action.

As I have hats for the Bolsheviks and Canadians. Britton and Gary got to wear hats!


There’s Gary in my Bolshevik Budenovka


Britton looking rather dapper in my Canadian Service Dress Cap.


The Chinese Horde! (and some Canadians in the Back ground). This entire force was wiped out the only Chinese left on the table at the end of the game were the Warlord himself, a Staff Officer, the Executioner and a stand of Assault troops…!

An overall view of the table. In the foreground are the Bolsheviks (yeah... not quite done those Bolsheviks yet...). Off to the left are the White Russians. To the right are the Canadians and in the back is the Chinese Horde


The Chinese spreading out and doing a “frank” attack on the White Russians


The Chinese Cavalry and White Russian Cossacks meet again! This time the Cossacks got the better of the Chinese and sent them off in a route!


Chinese trying to winkle out the Russians in the town.


White Russian Mercenaries in the service of the Chinese Warlord meet the Canadian Jocks with cold steel!


Nearing the end. This was about turn eight. The object was to control the most buildings by the end of turn 10. Here the Chinese and Bolsheviks each hold one, and the White Russians two. I desperately tried to winkle out the Russians in one of the buildings but they held on to it with a stubborn tenacity!

Should go pretty smoothly in Calgary. I just have 32 Bolsheviks left to paint and have to finish painting the bases on the lot of them…. So maybe I’ll just stop typing now and get on with that…

Coming soon on Tim’s Miniature Wargaming Blog:

Tim’s 2007 Fallcon Report!

Tuesday, September 4, 2007

Hero’s Gambit and other things…

So… the Hero’s Gambit


When I first started to compose this it was going to be a email/post to drum up some helpers and participants for a series of games I would run over the convention weekend. However I kind of dropped the ball with regards to the Gambit this year, and it may not have just been entirely due to laziness on my part…

Looking back at the experience of the last four years of running events at the Hero’s Gambit – and comparing them with my experiences playing and running games at Fallcon and Mayday – I’ve come to the conclusion that maybe the HG isn’t the place to run the kind of Games I want to run and play.

Now don’t get me wrong here, I’m not saying the Hero’s Gambit is a “bad” or “poorly run” convention. Rather the opposite. I think they do a smashing job at what it is they want to do with the given the resources at their disposal. What they want to do is run tournaments; Warhammer Fantasy, 40K, Flames of War, D&D, and maybe Settlers of Cattan… (oh, and a couple of LARPS…). Other than the events that I run there has been one maybe two other people that have come out and run single event/demo games – usually on the Friday nights – and usually boardgames. It is not what people come to the convention for, though. They come for the tournaments (or the LARPs..).

If no one is coming to the Hero’s Gambit to play the type of games I want to run, why on Earth would I continue to run them?

I would actually like to thank the organizers of the Hero’s Gambit for allowing me the opportunity to run events at their convention over the last couple of years and wish them all the best in the years to come – though considering the number of organizers that have moved away (or just moved on) over the last couple of years and the complete and utter lack of new volunteers I can’t see how they can keep up the energy to keep it going…

I do think I learned a lot each year and improved on the format of the events I ran each year. I think last years games were the best by far in terms of turnout and the amount of fun for all involved (both players and myself). It was, however a) a LOT of work, and b) there was no one that showed up that I didn’t already game with…

After much thinking about it in the following months I realized I could do the same thing (run a series of games over a weekend) ANY weekend of the year (that people were available for) – but do it in the comfort of my own house where a) it would be much, much quieter and I wouldn’t have to shout all weekend long just to be heard and find myself on Monday with a tremendous headache and no voice, b) We could play on my big solid table where I wouldn’t have to worry about someone bumping the table and knocking all the toys over, c) I wouldn’t have to haul my toys half way across town (and potentially forget essential components - like, say, unit cards that I spent hours the night before preparing…), etc, etc, etc….

So, a weekend of wargaming….
While I’m not going to be running games at the Gambit anymore I’d still like an opportunity for a weekend of wargaming here in Saskatoon from time to time… So I’ thinking I will run a sort of mini-con in the War Room (my basement wargames bunker – it’s not that bad, for those of you not familiar, It’s really only a half basement, fully developed, 8ft ceilings and 3’x3’ windows… it’s really rather nice…).

I’ve thought about some different potential formats for such a weekend. It could either be just like a mini-con where a number of the participants each volunteer to run a different game in one of the time-slots OR I could just run a series of games all by myself all weekend – all the participants would have to do is show up and play my games! I’m kind of leaning towards the latter as I am a closet control freak and also if someone wasn’t able to come at the last minute I’d have to come up with something at the last minute anyway…

Whether I run all the games or other run games I thought it might be fun to have a sort of theme to the weekend – maybe based around a single conflict; the Great War, for example…. Games could be played for different theatres of aspects of the conflict – maybe some Air combat with Canvas Eagles or Wings of War, some action at sea with some naval wargame or another, and of course some land battles in one or more theaters of the conflict…

Better yet… a Wargames Campaign Weekend! Play out an entire wargames campaign over a weekend! This is my favorite idea of all of them. I’ve always wanted to play a campaign of some sort; I’ve started a few but never really brought any to any sort of conclusion (hmmm… except maybe the All Quiet Campaign I ran for Mr. Miller and John Bertolini a couple years back…).

At first I thought of a Map Campaign. I’ve always wanted to run a map campaign of some sort. This would be where everybody has a kingdom/country/state and army of their own and wages war on the other participants as they see fit. The idea attracts me, as there would be opportunity for political intrigue (and back-stabbing) and Strategic planning and movement in addition to the tactical/table-top battles. The downside of this format for a wargame weekend is there could be rounds where people don’t get to participate and the possibility of participants being knocked out early in the game whether through an unfortunate series of bad luck or being ganged up on by the other players for whatever reason. Also it might be difficult to bright such a campaign to a reasonable conclusion in a single weekend.

So instead I was thinking a scenario-based campaign might work better. Where the next following scenarios are affected, or even determined, by the outcome of the preceding scenarios. With this format there would only be two sides – participants would be divided among the two and for each game the would simple split the resources/commands available for the game. If someone suddenly can’t make it, or has to leave early – there’s no problem – the remaining players on that side just end up with more toys to play with… also with this format there is some opportunity to incorporate some sort of “play balance” and to keep EVERYONE involved all weekend.

Back to the map Campaign for a second… I think it would be a great idea for an ongoing campaign or a scenario generator for a regular game night… My ideas here is that the C-on-Cs for the forces/nations involved would ideally be people that don’t even live here and preferably don’t know who each other are. They would be given Sitreps for each turn and could do all the strategic planning and moving of troops and when forces bump into each other me and the local gaming crew would play out an appropriate scenario to determine the outcome. C-in-Cs could issue orders to their tactical commanders in as much detail as they want and if appropriate to the campaign send messages/couriers to the other force commanders – through me – this way I could keep track of what’s going on, what deals are being made and possible introduce some static into the campaign… couriers gone missing… or even intercepted…?!

Anyway… I’d like to hear what you have to say. Ideas? Suggestions? Whatever! Please feel free to post comments below.

Would you be willing/interested/able to (travel to and/or) participate in a wargaming weekend in Saskatoon?

What format would you prefer? Games run by different people or everything run by Tim? A theme weekend or a mix of periods, scales, and rules? A campaign weekend?

If you were interested in a Campaign or theme weekend that conficts eras would you be most interested? Which would you boycott?! Ancients? 1066? Seven Years War? Great War? WW2? Vietnam or other modern conflicts? Others?

What time of year would be best for such a thing?

I was thinking I’d like to do this at the end of February – it’s sort of between Fallcon and Mayday and there’s no other cons going on (that I’m aware of) to compete with… it wouldn’t interfere with any summer holidaying plans… it’s a good excuse to take an day off of work and make a long weekend for yourself where there normally isn’t one… (unless they’re doing that family day thing in February again…). It’s also my birthday, for the last three years I’ve hosted a Wargaming Birthday Bash – so this would become a Wargaming Birthday Bash WEEKEND! It is of course winter… and could potentially be a crappy time to travel… but then so was Hero’s Gambit three years back…

Friday, August 24, 2007

Operation CRIMP

I got to play another Cold War Commandergame last night, once again set in Vietnam. This time Gary came over and played with me. We waited around a bit to see if John might show up then got rolling a little after 8PM.

Vietnam, January 1966

Situation

The 173rd Airbourne Brigade is deployed to West-central Binh Duong province as part of a Brigade Search and Destroy operation.

Scenario

A force of Vietcong guerillas has been spotted trying to sneak through the gap between the 1st Battalion of the Royal Australian Regiment and the 2nd Battalion 503rd Infantry (Airborne). The companies on the flanks of these battalions must close the gap and prevent their escape. This is Scenario #8 Encirclement – right out of the Cold War Commander book.

Forces

Americans

CO – Battalion HQ 2/503rd Infantry(airborne)
HQ – CHQ Bravo Company 2/503rd Infantry (airborne)
9 Infantry stands (3 platoons of 3 squads each)

Australians

HQ – CHQ A Coy, 1 RAR
9 Infantry Stands (3 platoons of 3 sections each)

Vietcong

CO
2 x HQ (2 company commanders)
18 x Infantry stands (2 companies – 9 stands each)
82mm mortar section
HMG platoon section

The Game

Turn One

(Remember: click on the pictures for a bigger version)

As per the scenario Gary chose to set up first (though now that I think about it as guerillas I probably should have set my commanders – who were using mobile deployment - on the table edge first! Sorry Gary, I’m a big cheater…) on the eastern third of the table and took the first turn. The two companies each made one move before their respective commanders failed command rolls. Slow and cautious, perhaps they thought they could sneak through without being spotted. They have twelve turns to get 25% of their force off the west end of the table to score a major victory…. He left the mortar set up in a rice paddy with a nice line of fire down the irrigation canal – the only such field of fire on the table – everything else being blocked by tall grass/sugar cane or stands of jungle.


Then the Aussies came on. The made three moves and ended with one platoon (7 Platoon) deployed at the east end of one of the stands of jungle in a very nice blocking position (the southwest corner of the table), the other two were well on their way to other positions.

The Americans made their way on to the table at an unhurried pace. Perhaps they were “sauntering”.

Turn Two


Gary’s VC formations carried on forward one move each.

The Aussies again surged forward. Those boys definitely have a sense of urgency in their deployment! 8 Platoon was nearly in position in an adjacent stand of trees and bush to 7 platoon’s position. 9 Platoon was to the rear of the wood where 8 Platoon and the CHQ were taking up their position awaiting instructions on where to deploy.

The Americans once again only managed one move this turn occupying a stand of jungle at the northwest corner of the table.

Turn Three


Gary moving the VC forward. Again, one move for each formation… That’s 9 Platoon in the open on the opposite side of the table from Gary.

The Aussies were getting a bit tired of running through the jungle, or the OC A Coy got a bit confused as to where the heck the Americans were at and where he would be needing to deploy 9 Platoon… no move! (I’m sure they were further exasperated when they got a call from the American’s Battalion Commander asking why they were sitting out in the open and not moving? – also tried to issue an order and failed…).


There’s 9 Platoon stuck out in the open. Just to the left of them, in the picture and slightly to the rear in the trailing section of 8 Platoon. Further in the background is 7 Platoon in a solid position to block the approaching Vietnamese.


The Americans started to move out of these woods here. A couple mortar rounds exploded in their vicinity as they tried to cross the canal. This got them moving! They made two moves and successfully got the two leading platoons across the canal unharmed. The trailing platoon however got stuck out in the open canal at the end of the turn.

Turn Four


The northernmost company of VC (on the left of the picture above) surged forward across the rice paddies (two moves). The other company continued at their slow and steady pace. The Americans can be seen at the bottom left with the two platoons in the tall grass and the third in the canal. Over to the right of the picture are the Australians.

The VC mortar, under the direction of the CO got firing! Four salvoes were directed down on the American platoon causing a number of serious casualties and pinning the whole platoon in the canal (2hits and suppressed the first in line, 2 hits and suppressed the second, 1 hit and suppressed the third, then moving back up the line to the first – another hit causing them to fall-back into the second squad and be removed from play – first squad hauled the wounded out of the canal and into the trees where they called for a medevac and waited for the choppers to arrive, taking no further part in the action).


Same time, different angle.

The Australians finished moving into firing positions and part of 7 platoon opened fire on the Vietcong moving through the tall grass to their front. Some minor casualties were sustained in two of the VC sections, but they carried on (3 hits and 4 hits, no suppression).

The Americans took some opportunity fire as they maneuvered in the tall grass, bullets whizzing by close enough to remind them to keep their heads down as they moved up (2 hits on two squads, no suppression).

Turn Five

The VC did some of initiative fire this turn at the Aussies (30cm initiative range is fun!). One section from 8 Platoon, which is now got VC within 10-15cm, bore the brunt of it – a number of were casualties caused and the section fell back from their firing positions deeper into the woods (3 hits total suppressed and fall back 5cm). The other two sections of the platoon were also caught off guard and took some serious suppressing fire one the first round of orders (3 hits, 4 hits, both suppressed). Lucky for me Gary failed his next command roll – if he hadn’t that platoon would have been over run and wiped out!

7 Platoon returned fire, concentrating their fire on closer two sections of VC they inflicted a coupel serious casualties and made them keep their heads down (two successful fire orders - 4 hits and suppressed, 5 hits but not suppressed!).


9 Platoon (on the left of the picture) and the Americans (on the right of the picture) fired on the other VC company.

The Aussies went first and laid down punishing fire one section was taken out and another took some serious casualties. (two successful fire orders 1 stand taken out, another 5 hits and suppressed!).


The 1st platoon of Bravo Company fired and finished off the pinned section and caused some light casualties in another section. The other two American platoons maneuvered in the tall grass. The platoon that had been suppressed in the canal the previous turn moved out and into the tall grass opposite, taking further harassing fire from the mortar – with no injuries, however.

Turn Six

This is where the training and fire discipline of the professional Auatralian rifleman made it’s value known and it kind of all kind of came apart for Gary.


The company on the north half of the table made a single move towards the woods – trying to get them out of the rice paddies. Riflemen from 9 Platoon caught some of the VC out in the open and pinned them down there, again causing sever casualties. (This picture above was take later actually and the stand… and a few others have been removed, but it gives you an idea of where they were headed and where 9 Platoon caught them…).

The OC A company found himself, at the beginning of this turn, with all his troops unsuppressed and in excellent firing positions - with the exception of the one stand from 8 Platoon which had fallen back into the woods as a result of VC fire on turn five. The balance of 8 Platoon was within half range of a half-dozen VC sections. There was some initiative fire, which caused some grief to the VC. The I started making command rolls; first one needed seven (-1 due to assorted initiative/opportunity fires), rolled a seven – more severe fire laid down on the VC. Then passed another roll, fired. Passed another roll, fired. Passed yet another roll (needed 4, rolled 3!), fired. Finally I needed a three to pass the next command roll… it comes up snake-eyes – double action – laid down some further hurt. Couldn’t roll snake-eyes again so I moved on to the Americans – not that it mattered much as the game was pretty much over when the Australians finished firing! In a single turn of firing they had taken out NINE Vietcong infantry stands and caused five hits on a further two, suppressing one of them!

The Americans, as usual throughout this game were only able to move once – as all vidible VC targets were out of range…

Turn Seven

The VC Battlegroup broke! Some ran, fading back into the bush. Others surrendered. Many just lay there bleeding… I thin Gary needed to roll a four – he had lost 4 or 5 stands over his breakpoint…


Final positions (picture taken from the north). In the bottom right are the Americans in the tall grass. In about the center of the picture is the northern VC company – stuck in the open trying to get to the cover of the jungle. Just above them, in the tall grass on the southern part of the table is the sole remaining stand of the other VC company and the CHQ. One platoon of Australians can be seen just about the Americans, the other two platoons are hidden in the jungle beyond – some of 8 Platoon can just be made out. On the far left of the picture is the VC mortar section that caused the only serious casualties to the Americans during the game.


Same thing different angle (from the west). A few more Aussies can be made out.


Again, from the north.

Conclusions

The more I play it the more I like it. Ran a little smoother – had to look a couple things up that I forgot or just wanted to double-check so Gary wouldn’t think I was cheating TOO much! I think next week when I have a few more of my WW2 stuff rebased I’ll try another Blitzkrieg Commander game – with some of the changes from CWC; opportunity fire, close combat, etc.

It was a tough scenario, especially for Gary. But it provided some interesting challenges for both of us and we both learned a bit more about how the game really works.

I think we finished up in just over two hours... maybe two and a half?

Body Count

Again light casualties for the Americans and Australians. Though none of the Aussies stands were taken out I imagine they probably took more casualties than the Americans due to that short nasty close range firefight 8 Platoon had with the VC. I’d expect there’d have been a KIA there and a few wounded over varying severity from small arms fire. The Americans, another KIA from a mortar round that landed right in the middle of the squad crossing the canal, along with a number of severe shrapnel cases.

Also once again, there were severe casualties for the VC. Thirteen stands! Of that I expect ther would have been a dozen or two KIA and critically injured. Two or three times as many WIA, but who knows how many would have been found. I’m sure a couple dozen Prisoners would have been taken here – maybe some good candidates for the Chu Hoi program – if that was up and running at this time. Maybe a bunch simple chucked their rifle in an irrigation canal and went back to their farms..

Given the scenario and how it played out I wouldn’t think it too entirely unrealistic.

If I hadn’t had that run of luck with the Australians command rolls and the game lasted a few more turns the Aussies would have taken a few more casualties as the VC tried to punch through 8 Platoon and overrun the CHQ on their way off the table. I still think the VC casualties would have been severe. It certainly was a tough scenario for them.

Reality Check

There was an Operation Crimp in January of 1966 which the 173rd Airborne Brigade was involved in. The scenario is fiction however – I know very little about the actual Operation Crimp – this was just a situation that I imagined could take place on a Brigade size Search and Destroy mission and it involved Aussies working in close cooperation with the Americans. After march of 1966, 1 RAR rotated back to Australia and the replacement battalions formed their own independent taskforce.

I also don’t know for sure that the three platoons of A coy were numbered 7, 8, and 9. I’m just making an assumption here as the RAR battalion’s organization has changed little from the standard commonwealth battalion of WW2…

Back on the subject of body counts; one thing I do know about the historical operation is that the Aussies suffered 8 KIA, and 29 WIA and caused 27 VC KIA. The entire 173rd Brigade suffered 22 KIA, 106 WIA and reported 128 VC KIA, 92 PW taken. This info was found on the Digger History website – or an associated site linked to it.

Other info I found in Shelby L. Stanton’s Rise and Fall of an American Army.

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