Showing posts with label WW2. Show all posts
Showing posts with label WW2. Show all posts

Monday, 2 March 2026

Check Your Six! game 20260201

 Last Sunday we played an old favourite of ours, Check Your Six! WWII aerial warfare. We played the first scenario of the Guadalcanal campaign book, putting 4 Wildcats of VMF-223 on their first patrol up against 6 Zeroes fresh out of Rabaul. Eddy and Ruben played the Japanese, JP and myself the Americans. Pilot wise the Japanese were all Skilled (these were army pilots, not the veteran Kido Butai naval pilots), while the Americans had a mix of two green pilots (played by JP), a skilled and a veteran pilot (the last representing the CO of VMF-223).

The table a few rounds into the game. The Japanese are closing in on the Americans in two groups.



I deliberately started the game with the planes a bit further apart then stipulated in the written scenario to prolong the approach phase a bit. This gave the players some time to get familiar with the maneuvring rules - it has probably been more than a decade since Eddy and myself played these rules and for JP and Ruben it was their first time to do so. During the approach phase, the Japanese advanced in two groups with Ruben taking his planes in a wide right hand sweep of the table. The American pilots, separated in two groups with about a single move distance between them, angled to intercept the other Japanese group piloted by Eddy.


Eddy and Ruben plotting their moves



Approaching the enemy is all good and well, but the real deal is of course the dogfighting once contact is made. JP's green pilots made a first sweep through Eddy's flight, but despite furious attempts from both sides, the high speed head on approach resulted in a lot of noise but no hits. At that point, my two pilots turned into the melee and positioned themselves to tail the Japanese. Unfortunately, that was when disaster struck -- my skilled pilot executed a text book Immelman to sneak up onto the tail of a Zero but miscalculated his maneuver and collided with said Zero (we ended up in the same hex at the same height, and both pilots failed their aircrew check). The result was two severely damaged planes (the Zero caught fire and would be shot down the next turn, the Wildcat pilot would need to crawl home and eject over the airfield as the plane's elevators were reduced to a few flapping shreds of aluminium), but an even worse outcome was produced when debris from the collision hit the veteran pilot's plane causing airframe damage before he had even fired a single shot.


The second flight of Zeros banking left into the fight


At that point, Ruben's flight joined the fight - three fresh Zeroes joined the two Eddy had left (the burning Zero involved in the collision was shot down by the veteran American pilot) and quickly set things to right. With the two green American pilots out of the fight (one had received engine damage and was severely slowed down, the other turned away out of the fight) and Eddy's remaining Zeros turning to catch up, it was up to Ruben's force to finish the job. The American veteran turned in to the pack of Zeros, counting on the fact that a head-on or deflection shot by the Japanese planes would probably miss. Unfortunately, Ruben's lead Zero pilot took careful aim, proceeded to hit the American plane with a full blast of cannon and machine guns and brought it down crashing in flames - scratch one American squadron CO.

At this point we called the game as a Japanese victory; The Americans lost one plane (flown by the squadron CO no less) and had two heavily damaged, while the Japanese only lost one plane. Well done to the Japanese players!

This game showed that we still like the CY6! system a lot - by turn 3 all players were no longer thinking of the rules but looking at the table and figuring out what tactical moves to plot to gain an advantage - as it should be. As an aside, the firing could be a bit more elegant (I know Phil will have his say about the roll-to-hit with modifiers, roll-for-amount-of-damage, roll-for-robustness with column shifts, roll-for-actual-damage sequence🙂 ) but as you're usually not playing with many planes on the table, it all goes quite smoothly in reality.

Will definitely be repeated!

Tuesday, 14 February 2023

Wet Paint: 3D Printed Jagdpanther


 

This big cat already featured in an earlier game in a slightly more embryonic state (let's say it came straight off the factory floor). It's a 3D printed Jagdpanther, printed on an FDM printer. Because of the nature of FDM printing, you do see the individual layers this model is built up off, and they are even more pronounced by the drybrushing finish on the model. For mid to late war German vehicles, this is something I can live with, as it gives a finish somewhat reminiscent of the zimmerit anti-magnetic coating usually applied in that era.

Monday, 5 December 2022

Chain of Command revisited

A few years ago we tried our first Chain of Command game. As some of you know, Chain of Command is a WW2 ruleset published by Too Fat Lardies. Our findings from last time:

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.

Granted, it has been a while - our previous game was played in December 2018, 4 years ago. But is funny to say that during our post-briefing we came to exactly the same conclusions.

This led to a discussion about why some rules have an elegant design and some ruleset feel like a mish-mash of different mechanics cobbled together. For me, the essential guiding principle in a ruleset is that you have to pick 1 or 2 core mechanics, and all other procedures should derive from those core mechanics. E.g. a core mechanic could be unit activation; or could be in which manner combat is resolved. But many game designers (amateur or professional) then have the tendency to pile up new mechanics to resolve new situations, without thinking how such  situation could be resolved by using or adapting the core mechanic. And if that's not possible, then perhaps the core mechanic isn't that well designed to start with. 

But anyway, back to Chain of Command: one of the other aspects of the rules that ruffled our feathers was that some mechanics were designed at the level of 'sections' (e.g. activation of units), others at the level of 'teams' (e.g. distributing shock results) and still others at the level of individual soldiers/models (e.g. casualties). That doesn't feel like all these procedures are elegantly designed. When the plumpire (playe-umpire) announced that there were also rules for individuals to hang out of windows to shoot to whatever is below them, it was a bit too much ;-)

But anyway, that doesn't mean we had a good time and had a fun game. We are simply over-critical, that's all ;-)

And now some photographs. The game is is 20mm, pre-Arnhem.

Bart as plumpire explaining the scenario.

The wall with decorations, most notably the secret plans of Belgium's defence in May 1940.

Jockeying for jump-off points.

Deploying some of the German troops.

Overview of the table.

Another overview.

Germans crossing the fields, British were hiding n the building.

Some more action along the road.

3D-printed Hotel Hartenstein.

Another overview.

Eddy, Ruben as interested son, and Bart.

Eddy trying to micromanage his Brits.

A Jagdpanther arrives!

Eddy and Jean-Pierre, British commanders.

Plumpire Bart.

Bart, Ruben, Jean-Pierre, Eddy and myself in a selfie.

The infamous pigsty, a mainstay of Bart's wargaming table.