Showing posts with label MarketGarden. Show all posts
Showing posts with label MarketGarden. Show all posts

Saturday, 15 December 2018

Chain of Command, 1st game

Last night we played our first Chain of Command game. I know the ruleset has been around for a few years, and has built up a loyal following, but our gaming group has always been slow to catch up with the hypes and trends. These days, rulesets (and the corresponding hypes) come and disappear so fast it's hard to keep up. But anyway, we had Chain of Command lying around for some time, so ot was time to try it.

Bart set up a game with his 20mm Arnhem figures. In hindsight, the troop density on the table was probably a bit on the low side (table too large), but it's only through playing games that you learn this.

What was our impression of the rules?
  • The pre-game deployment (patrol markers, drop-off points) was fun, but we kept wondering why we should go through all these motions simply to get our troops into action? Shouldn't a good scenario setup be able to do same?
  • Combat resolution was rather convoluted to our taste. Over they years, we have come to favour "lean and mean" rules. Keep the number of procedures and mechanics as simple, but as elegant as possible, while focusing on the important decisions a player has to make. We felt that the resolution mechanics of Chain of Command were a bit too "fiddly": too many dice, too many statuses to keep track of, a bit too confusing.
To be fair, we didn;t manage to completely read the rules beforehand, so that also might explain some of our impressions. Since this was our first game, so we should give it another try or two before coming to a final conclusion.

Initial table setup using Bart's excellent Market Garden 1944 collection.
Bart and Koen consulting the rules. "Your rulebook says something different from my rulebook?"
British paras taking position behind a wall. Blue marker = overwatch.
German squad taking up position behind a wooded area.
General overview of the table
British paras retreating. Red marker = shocked.
German troops hiding in ruins.
End phase.


Wednesday, 18 April 2018

Rommel game

Last night we tried our second Rommel game. Bart had set up a large gaming board, so it was a bit of an experiment to try the rules on such a large scale. The scenario was based on Arnhem, using 6mm figures and 3D terrain. Many of the houses depicting the city of Arnhem were 3D printed, using Bart's in-house 3D printer.

What did we learn?
  • It is important to have multiple objectives. Now the single objective was the bridge, so all forces converged on that point on the table. This by itself is not due to Rommel, but it is something to keep in mind for future scenarios.
  • The rules engine is fluid enough, but it is a bit cumbersome to keep track (using markers) of the status of all units: tipped, wounds.
  • We also used cards instead of a Command Post sheet (see previous blogposts). It worked a bit better in my opinion, but YMMV.
Pre-game pondering. The table is still cluttered with all sorts of things, not our habit!
Eddy is holding the bowl of crisps, Graham and Bart are discussing tactics.

Thursday, 12 April 2018

Cards for Rommel

Next week we're planning a big Rommel game - see also this blogpost. In our last Rommel game, we used the Command Posts as provided by the rules, but we thought using cards might be a better option (and less fiddly). When putting a marker on an Event or Tactic, one simply discards the card from hand.

I started by making cards for the Allied and German armies.

You can download a pdf of all the cards here.

Friday, 9 February 2018

Refighting Arnhem - again

One of our best Crisis games was a kriegspiel like refight of Arnhem on a big custom made terrain, which we schlepped around the shows in 2005/2006. That terrain has since been destroyed (I decided not to take it along on my latest house move), but parts of it -- notably the trees, buildings and railroad -- were recovered.

I spent the last couple of weeks setting up a Kallistra based terrain using this scenery, together with quite a lot of new 3D-printed houses to come up with this:


This time the terrain does not feature the drop zones and villages around them, but starts with the woods west of Oosterbeek and continues to Arnhem. Obviously, some of the forest bases need to be painted and populated with trees (I've got a good sized box of trees left) and the 3D printed houses need to be painted, but this is pretty much the table I'm going to use. The idea is to have the paras land in the fields in the lower right corner (a bit closer to Arnhem then they landed historically) and see where they end up. 

Rules used in the game will probably be Rommel by Sam Mustafa. 

More to follow :)

Wednesday, 21 October 2015

Cluttering up the table

The next game on my home table will be a WWII game using the venerable Crossfire rules. As you might know or not, all movement and fire in Crossfire is from cover to cover, so you need a quite dense terrain to have an effective game.

This afternoon, in between driving various children to various extracurricular activities, I set up the table to represent a fairly generic area, modelled on the western end of the Oosterbeek perimeter during Operation Market Garden. This is the table I came up with:




The game will basically be a German attack from bottom left to top right, with the gallant British paras and glider men defending. The goal for the Germans is to reach the building at top right (somewhat representing the hotel on Westerbouwing Heights).

Tuesday, 29 August 2006

Operation Market Garden game done the right way

The Elhiem OMG game
Operation Market Garden has always captured the imagination of many wargamers and historians as a tragic 'could have been' battle. It only stands to reason that many wargamers, ourselves included, have replayed this battle in some form or other on our wargames tables.



The [Elhiem gang](http://www.elhiem.pwp.blueyonder.co.uk/), a bunch of dedicated 20mm gamers, have done it in style, however. They set up a 20mm megagame of the entire Operation Market Garden -- see the [game report here](http://www.elhiem.pwp.blueyonder.co.uk/game.html).

This is truly mouth watering stuff, the stuff wargamer's dreams are made of. Well done, guys!

Sunday, 6 November 2005

Crisis 2005 - First thoughts

This site has been quiet for a couple of weeks as your much missed authors have been slaving away to get our big game finished for Belgium's big wargames convention, 'Crisis'. That was yesterday, and we came away with the prize for 'Best Participation Game', a migraine for poor Bart but a very satisfying day's gaming.

We set up a long table, representing the road from the Ist Airborne's drop zone to the famous road bridge in Arnhem itself. Bart built the terrain, to his usual high standards and the overall efffect was quite stunning. We populated the terrain with hand made trees and, largely cardboard buildings bought from paper terrain and Fiddlers Green. I painted the figures, at a scale of one base of 7 figures euquivalent to a platoon. I think we had some 2500 figures on table, with assorted transport, guns and German armour.

The innovation of the day came from the game system we used. This came about from a conversation at last year's Crisis, where we had put on a nice game using 'Rapid Fire' rules. We realised that, despite our best intentions, we were falling into the common trap of Crisis games, that clubs set out pretty terrains and then played a rather unsatisfactory game, with players torn between participating and going off to do some shopping. And given that every year the quality of the traders at Crisis is improving, this temptation is pretty heavy. So, we concluded that we needed a new approach. The game had to be fun, had to involve passers-by, but only ask for a small contribution to the game. The answer lay in a freeform game, with no set rules. Each visitor to the table would be welcomed, the game explained and then the newly promoted General would be asked to make a decision to keep the game rolling. Then maybe a die would be rolled, with a simple 1= failure 6= success type system.

So we put this into action, we added some nice touches such as medals (stickers showing a VC imposed on the Schild en Vriend club symbol) for each participant. And I must say it worked very well. I thought we had a really positive response. Many old friends passed by and enjoyed making a few decisions, often with amusing results that nicely simulated the fog of war (for instance the Airborne anti-tank guns sent off on the northern road by one player because 'it looks like the easiest way to the town and then sent back by another player who knew the stiry of Arnhem better - this created anguish and amusement to Dave, who faithfully played the role of Frost through the morning).

The game itself was fun, and at the end rather exciting with a massive melee in Oosterbeek fought out by old Schild en Vriend faithfuls, Maarten and Bart D. This for me was a new experience for Crisis quite frankly, and so it actually meant that not only did we fly the wargaming flag but we had a good gaming day. I will write up a story of the battle separately, but for those who are interested, and maybe participated in the game but didn't see the end of the game, here are the events in bullet (ha ha) form fashion:
  • John 'Dave Black' Frost led his troops into Arnhem and occupired the area around the bridge, other battalions followed more slowly and occupied the area around Oosterbeek and the railway bridge
  • Massive German pressure led to Frost deciding to quit the bridge
  • At the subsequent battle in North Arnhem suburbs, Frost was captured
  • German attacks on Oosterbeek put the British under pressure, big casualties sustained by both sides.
  • Germans launched an attack against the railway bridge,infantry supported by AA guns and a Tiger 2 detachment 'Mad Dog Koen' and his girlfriend launched Para platoons in hand to hand combat aginst the Tigers, but they were heroically massacred. Koen won the VC for this action!
  • The Germans kicked the British off the railway bridge, but Maarten with now only 1 effective battalion left in Oosterbeek took the risk of a counter attack on the bridge. At this point very subtle rules came into play, we each rolled a die, the highest would win the bridge! Maarten's bold attack won the day, the Germans taking big casualties (guess what? we each rolled a die to see how many stands were lost) and they retreated, dispirited.

Meanwhile, Urquhart and the laggardly 3rd Para held off the vast forces of Von Tettau, now under the capable control of Bart D, and at 16.30 we decided that the British had done enough and XXX Corps would arrive on time.

That was fun. I think the system is excellent, and vastly preferable to long complicated rules. As Dave said yesterday, we should just write up a one page summary of how it can work in practice. Perhaos we can do that here on these pages? Personally, I found it particularly interesting to deal with an enthusiastic teenager, who was with us for about three hours and a very serious Colonel from the Belgian army, dressed up in Para gear, who made some very interesting decisions leading to the Battle for Oosterbeek.

On the downside, we were over-optimistic about the system. We had thought it would be possible to run the game with one umpire, while the others could go off and shop or meet people. In fact the opposite was the case, we actually needed four umpires and reserves to allow for the socialising and spending. A lesson for next time.

A further problem was that we had not thought out properly the scale of the game, so we had absurd amounts of troops on the table, which proved difficult to organise and move. Another useful lesson.

Overall I thought it was fair that we won the participation prize, and that Durham won the Best Game, with their lovely terrain and 42mm superb figures. Our terrain boards were magnificent, but our reconstructions of the buildings were only adequate really. I guess the scale of the figures was also a factor.

The trophy went home with Phil, the brains behind our operation, who came up with most of the good ideas for the game system. And particular thanks to Dave Black for helping us play the game for several hours, even if his successors caused his Colonel Frost character to end up in a Stalag somewhere in the East.

On that note, I leave it to others to comment. Photos to follow.

Wednesday, 27 April 2005

Oh my god, we're doing Arnhem

The high point of the wargaming year in Belgium is without a doubt Crisis, [TSA](http://www.tsoa.be)'s yearly convention. Each year since 1997, we have presented a participation game there, and so will we in 2005.

Each year also sees a long and convoluted decision process on what the game for that year will be, and this year was no different. We quickly settled on a [participation game system](http://www.nirya.be/snv/ttm/archives/000040.html), proposed by Phil, but had not decided on a game yet.

We had the faint idea of doing something really spectacular, then dropped that idea and focused on the Battle of Halen (famous Belgian victory over German cavalry in 1914), but that was probably a bit too ambitious to do in full S&V style.

The latest suggestion is to do Arnhem 1944 in 6mm, and I quite like this. I've always been interested in this tragic battle, and when our recent love affair with [Blitzkrieg Commander](http://www.wargamesdirectory.com/html/bkc/default.asp) incited a renewed interest in WWII gaming, Alan came up with the idea (the suggestion was mentioned innocently in a game of War of the Ring and took hold from there) of doing Arnhem in 6mm for Crisis.

The plan is to use BKC rules, combined with the participation system (Phil, that's your job :) ), as the game system. For the terrain and OOB's, we'll use the excellent [Rapid Fire](http://www.rapid-fire.uk.com) supplement on Market Garden. The terrain will probably be in the order of 3x1.5m and we'll be representing the entire Arnhem - Oosterbeek - Wolfheze sector, featuring the entire 1st Airborne division and all of the German units represented.

It's a tall order, but I'm fairly optimistic we'll be able to complete the game on time. And when it's completed, it's just a question of doing some extra troops and terrain boards to be able to do the whole of Market Garden. Megalomaniacs'r'us, indeed.