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Operation Dauntless T1-T2

by Rindis on June 3, 2020 at 12:00 pm
Posted In: Boardgaming

For the last few weeks, Mark and I have been getting together on Vassal and going through the tutorial scenarios for Operation Dauntless. The first two are (largely) on a supplement card which makes it easy to reference as you go through the basic attack forms. So, “T1” is ‘tutorial 1’, not ‘turn 1’….

And Dauntless is a fairly involved system, which these introduce in pieces. There’s four different ways to do an attack: combat, assault, ranged attack, and anti-tank fire. The first scenario is all combat, and then the second scenario goes to all assaults, which is about the same procedure as combat, but happens during movement, instead of in a separate phase.

In the first, the British attack Fontenay with a couple of battalions (including four companies, a carrier platoon, and a MG section as separate units each), and the Germans defend a few hexes north of there with a mix of infantry and engineer platoons, a MG section, and an IG battery. Victory is awarded for the village, or the Brits losing two units (not steps), or the Germans losing three.

Mark has been taking the Germans for all of these, and went with the recommended set up, though he put the IG in the north, away from the likely action. With the limited rules, turns (of which there are five) are pretty simple, move, then attack. Combats can be any combination of units adjacent to a single enemy location, with an odds-based results table. There’s a few limited things that adjust combat strength, which are marked with colored boxes around the combat strength. Possibly the most common one is MG sections being doubled on defense. The different part, is that all modifiers after that shift the odds column instead of the die roll. A combat represents a moderate to short range fight (perhaps equivalent to a large scenario in a squad-level game), and results in a a number of ‘losses’ on each side, with each ‘loss’ being taken as either a one-hex retreat or a step loss (the attacker must take their first loss as a step).

All the German units are one-step, so their force is brittle, but can generally retreat out of trouble. However, there’s a limit to how far a unit can retreat, and taking more losses than that will force losses to be taken, like in the first combat of our game, where an 8:1 combat was reduced to 5:1 (the max on the chart), and I rolled well to force 4 losses on a unit that could only retreat 3 hexes.

Generally, the Germans have the advantages of being dug-in (an odds shift), in close terrain (woods/village/heavy bocage odds shift), and often, the attack is coming out of a field (one side being in truly open terrain is a shift against it). However, concentrating against a single target is easy, especially when there’s no ranged attacks, and the Germans need to spread out to cover a lot of territory. My other two attacks weren’t nearly so dramatic, but did force retreats.

Mark repositioned to block the center which I was blowing open, and concentrated a stack in 0606. His main problem was 0805, which was in the middle of his ‘hole’, and couldn’t leave without being vulnerable, and couldn’t stay without being surrounded (‘concentric attacks’ are another odds shift). So he stayed, and on my second turn I surrounded him and eliminated the platoon by forcing it to retreat through my ZOC, while a second attack forced his last dug-in unit in the main line to retreat.

The Germans pulled back to the woods (Parc de Boislondel), and started taking positions in Fontenay, with a retreated engineer digging in right outside (they dig in in one turn instead of the usual two). I raced after them (leaving behind a MG section, as they’re slower), for two combats that pushed the engineers out and took one woods hex. Mark went for a counterattack, surrounding two British units, and the first attack was a 5:1 that forced me to take a step as I retreated through his ZOC, while the second was a 3:1 with a poor roll, forcing him to take a loss, and lose the scenario.

In many ways, it’s not much of a scenario, but it does involve a fair amount of maneuver, while giving the combat table a good workout. There’s certainly worse ways to show off the basics of a system. I think he should have pulled his middle unit back on turn one, in hopes of it managing to retreat out of danger, instead of letting it get completely cut off, but it would have been in danger of another excessive loss result in the open.

The second scenario imposes the heavy fog rules, which limits LOS to zero, making all forms of attack impossible, except for the assault, which is a move into the enemy’s hex. This uses the same combat chart as a regular attack, but the attacker must take the first two losses as steps instead of retreats, and you only get to use one stack of units moving together. The rules prohibit you from ‘picking up’ units as you do a move, so an assault stack must be ready to go at the start of the turn. The column shifts are a little different between the two, and a few units (…like German engineers, which I think we missed for most of the scenario), create a shift in assaults unless countered by a similar unit on the other side.

This time, there’s fewer units involved, but it’s a longer scenario, and the British are trying to take three of four objective hexes. The British have a battalion to start with, and get another one on turn 6, while the Germans get two reduced companies, a pair platoons (normally just ‘break down’ units), three engineer platoons, a pair of MG sections, and are defending two strongpoints. “Recovery” actions become important, which is an action that can be done instead of moving/assaulting, since the British can assume they’ll take a lot of step losses, and that allows recovery of a lost step (also, the Germans have two reduced units who can Recover). The playing area is only ~4 hexes wide, but heavy fog eliminates ZOC, which means there’s still plenty of chances to maneuver.

Mark pretty much followed the recommended setup again, and my first attack failed, with a 1/0 result. The second one was on the same hex with a larger force and the armor bonus from universal carriers (hey, if they’re the only armored thing around…) for a 1/1 to force him out of the hex. I had one (successful) assault for the second turn, driving the Germans south of the river, while a company headed for the rear to recover, and another tried to recover in place, and I used MG sections to cover my flanks.

I also put together a new full-size stack, and it assaulted over the river on 3, taking another loss, but forcing an engineer to retreat, while one company recovered to full strength. Mark started pulling back to the strongpoints, generating large force concentrations on two tough hexes, and I’d need to take one of them. I rearranged forces, and got a lucky recovery while in contact with the enemy, as well as the other reduced unit.


After British Turn 4.

Mark completed his pull back, and I occupied 0610 with an MG section, and then assaulted to drive him out of 0510. The Germans regrouped into the strongpoints, and finally managed to recover one of their companies to full strength (normally, German units can’t recover because of a +1 to the table, but being in a strongpoint puts them back at a 1-in-6 chance). Turn 6 saw my just-activated units come into range, while I tried physically cutting off 0312, and assaulted 0611, knocking out a platoon (now that he was down to the strongpoints, Mark was eliminating units rather than retreat, because I’d advance in to take it, and then he’d have to assault a strongpoint to avoid a loss—thankfully for him, the strongpoint negated the first loss of a 1/2 result).

Mark thought about a breakout from 0312, since my defending companies could be in a lot of trouble against a full German stack, but if he got me out of the hex (which would have happened), he was obliged to advance into the assault hex… uncovering the victory strongpoint. The next turn, I shifted to surrounding 0611, where I could put two companies into one hex, making that even less likely, and another assault eliminated a weak German MG unit, while I took another step loss.

That led to a purely administrative reshuffle turn, and one of my four reduced units recovered. Turn 9 saw another German unit eliminated, but the next assault went all wrong with a 3/0 result, flipping two units, and forcing a retreat. Units sent off to recover had to move to fill the new gap in the line instead. Mark did a counter attack against a pair of reduced companies, and rolled a ‘2’ (on 2d6) for a 2/1, losing two valuable units, and only forcing me to retreat a hex. I reshuffled and had one unsuccessful (0/1) assault on 0312 (now the weaker hex). My final turn saw the final reduction of 0312… just in the nick of time with two assaults that each managed to cause a loss.

Given how fast I started driving the Germans back, the end was surprisingly tense. Assaults are not an easy way to get the job done, but they can be a fast way, and thanks to the recovery mechanism, as long as you can absorb two losses, they don’t have to wreck your force when they go wrong, either.

Overall, these two scenarios do a good job of introducing some of the basic mechanisms, but are (understandably) a bit one note. Still, just fiddling with them gets one used to terrain types and the main combat table.

└ Tags: gaming, Operation Dauntless
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Viking Warrior vs Anglo-Saxon Warrior: England 865-1066

by Rindis on May 30, 2020 at 12:00 pm
Posted In: Books

I’ve been a bit leery of Osprey’s “Combat” series, since it’s impossible not to think ‘pirate vs. ninja’, or ‘Enterprise vs. Death Star’ when looking at their titles. But their recent electronic book giveaway included one of the more interesting books in the series, giving me a chance to try out a PDF version risk-free.

There is a good two-plus page overview of the Viking era in England, and then a chapter that tries to directly compare the two sides, and how they approached recruiting, leadership, and logistics. There’s also plenty of the usual Osprey good photographs of equipment, mostly in color. A good two-page section talks about the changes in strategy over time, including the varying amounts of ability Anglo-Saxon kingdoms had to actually call up armies.

About half the book is descriptions of three major battles of the Viking era (Ashdown, Maldon, and Stamford Bridge), which is the major attraction for me. All three are interesting battles that we know enough to say something intelligent about, though I naturally only knew anything about Stamford Bridge going in. All get good maps showing the campaign that lead up to the battle, though Osprey forgoes the bird’s eye view maps of the battlefield that is the centerpiece of the Campaign series (and I think a good Campaign book could definitely be done on Stamford Bridge, though the other two probably are too uncertain in details for that). A nice bit are some illustrations meant to show what the action looked like from in the middle of it, including a pair showing opposite views of the same scene.

There’s a four-page ‘analysis’, which is part of the entire ‘versus’ nature of the title, which in this case comes down to there not being a lot difference in general equipment and technique. What differences there are get subsumed into the details we don’t have. We know both sides used axes, though the Vikings used them more, we know Anglo-Saxon armies made use of the shield wall as a common formation, we don’t know how much the Vikings did the same, or what cohesive formations they might have commonly used.

There’s about a pages worth of aftermath, which goes into the end of Viking raids in the decades after 1066, and then there is an extensive bibliography, which spends a bit more than a page talking about the seven primary sources for the era, before the usual listing of scholarly works.

Overall, it’s a good Osprey production, and good enough that I will get some of the other more interesting volumes, but it does seem more ‘introductory’ in nature (much like the Essential History series), and remains a lesser interest for me.

└ Tags: books, Combat, history, Osprey, reading, review
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Anime Winter 2020

by Rindis on May 26, 2020 at 12:00 pm
Posted In: Anime

Yeah, this is a really late post. Blame COVID-19, as I’m still waiting for My Hero Academia to finish up. As ever, this is in a rough order of how much I liked it.

My Hero Academia — I’m watching the dub, which got delayed on the Funimation end. At any rate, another fairly solid season. Gentle Criminal has been interesting, and I like how he’s been rounded out. But… the fight did have a lot of ‘if you’d just talk‘, which tends to make me grind my teeth.

Pokemon Sun & Moon Ultra Legends — Finally got to see the end, and am now waiting for the English version to pick up with Gen 8. Generally, I was very happy with how all of the ending played out (especially the unmasking of the Masked Marvel), but the ‘moving on’ bit seemed like it all happened a bit fast.

Haikyu — About when I think it’s gone forever, we get another season. It’s been long enough to have forgotten bits (and we flailed around a bit figuring out what was the current series), but it’s still up to the same quality, and still doing a good job of showing with growth comes challenges.

No Game, No Life Zero — Finally managed to squeeze time for this into the schedule. Except for the framing, it’s a fairly independent story (which explains how the world got to the screwed up place it’s in), so I’d think it’d be pretty good to go into cold. I think I like the series more (it’s been way too long), but this is still good, and well worth a watch.

Black Clover — Still catching back up on this. Split between well-done, and too much fight-anime tropes. The padding isn’t… too bad, but the recaps are definitely excessive. I’ve also been having a few problems with the bad guys… but those problems have at least been alluded to. Which is one of the stronger points, the overarching plot so far feels much more cohesive than is often the habit with these.

Meanwhile, we’ve been rewatching a couple things with the guys:

Golden Kamui — We’re about halfway through this, and both Baron and Dave have been enjoying it a lot.

A Place Further Than the Universe — And then we watched this as an antidote. I’ve been very happy that they enjoyed this as well. It an amazingly put together combination of plot and characterization. Probably one of the best put together series of the last few years.

└ Tags: anime
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Samurai 1550-1600

by Rindis on May 23, 2020 at 12:00 pm
Posted In: Books

This is Osprey’s third book looking at the most emblematic part of Japan’s military history (starting with the 1979 Men-at-Arms Samurai Armies, to the 1989 Elite The Samurai, to this 1994 Warrior book), and it still manages to miss a few opportunities.

The Warrior series generally concentrates on the details of equipment. Other volumes have some full-color ‘exploded’ diagrams of things like swords, showing just how many parts go into such a simple-looking thing, and really showing how that goes together. A few of those would be very handy Japanese armor which works from very different principles. There is a good examination of the parts that go into a katana hilt, and an illustration of all the tools used by armorers along with how they hung armor pieces to assemble them (and a reproduction of of an original source woodcut).

As usual, this volume is graphically very solid. In fact, much more so than many Osprey books on older subjects, which are reliant on what little archaeology can provide. There’s many photos of surviving armor sets, various styles of helmets, etc. There’s also a few shots of Japanese movie sets to help show the kind of world the samurai lived in (I seem to remember those photos were in one of the earlier books, but I haven’t gone back to check). And of course, the Angus McBride art is first-rate.

The text itself is also very good and informative. It hits all the things you’d want and expect in a clear format, and includes essentials of how samurai were trained, what equipment was expected on the march, and so on. I’d say sieges (which were different than the European model) were somewhat underserved, but I expect that is better handled in the later fortress book, and the important parts would move away from the focus of the Warrior series anyway. The text is also helped by having a fairly tight fifty-year focus, which is pretty much at the climax of a lot of the developments discussed.

I have the PDF version of the book, which is obviously a scan of the physical book, and the scans are in very good shape. There’s some crookedness evident, but not distractingly so. Overall, a very good quick guide to the details of medieval Japanese arms and armor, which sadly misses getting down to some of the fiddly detail I’d like.

└ Tags: books, history, Osprey, reading, review, Warrior
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94 Bofors Bashing

by Rindis on May 20, 2020 at 12:00 pm
Posted In: ASL

After invading Crete in Tavronitis Bridge, Tracey went and did it all over again with “Bofors Bashing”. This is a companion scenario that originally appeared in Annual ’89, and was reprinted in For King and Country, depicting the main glider landings at the nearby Maleme airfield.

This time the Germans get thirteen elite squads with decent leadership, LMGs, and a couple small MTRs. The British are defending the board 14 airfield with three 20mm AA guns, and the Germans need all three to be eliminated to win (a blown repair roll is good enough, so the Brits can end up eliminating guns for the Germans, especially with IF). Beyond the guns and their crews (which set up in the open unconcealed), the Brits have nine squads, a trench, three foxholes, and six wire (note: none of these can set up on a road), and three light MTR. The wind is blowing down the longer runway of the airfield, and the first two turns have moderate dust, going down to light on turn 3 before going away entirely.

I had the defenders again, and played around with a few ideas. My eventual defense had the AA guns on three sides of the airfield, pointing towards it, and my troops were disposed so that there were some defenders available for each gun. Since even the reprinted version was showing a tendency to British wins, we played with the German balance, which has the British player break three of his MMC before the game begins.

One AA went in 14G8, with the trench in 14H7, with a squad, and another squad in building I7. Also, a MTR team was in F9, and a foxhole+squad in H10. All this should do a good job of protecting the main runway if the Germans felt like landing directly on it, and made a good screen for the north end of the field. the second one was in M9, with the 9-1+LMG squad in a foxhole in N10, with wire stretching from there to 11J2. A broken HS was in N9 and a 8-0 and broken squad in J10. All of this protected the west side, where the Germans have a lot of room for a landing and coordinated charge. The third was in K5, to protect the second runway, with a (broken) MTR HS in K3, a LMG foxhole (w/8-1) in M4 and a MTR squad was in O4. This was generally to protect from the east, with the tree-line keeping anyone else from seeing out there. The south was relatively unprotected, but the last two wire were in O6 & O7.

Tracey didn’t land directly on the airfield, but seven gliders coming in south of the field, with one more coming in near the west tree line at 11M2, and four landing at the north end, and the last one going for the hill in 11B2. With three light AA Guns already in AA mode, things started looking bad for the Germans… until I remembered the dust rolls. My first two rolls killed a glider and damaged a second, but the dust lowered that to no effect and an evade. Despite some good ROF, I was unable to get any other results (lots of +3 dust). All the gliders came down safely, with the evading one going long from O7 to J9.

DFPh wasn’t any better. I managed to put some ACQ down with my MTRs, but couldn’t hit, or get any results against the gliders, despite all the shots available. Of course, Advancing Fire was just as hopeless.


Situation, German turn 1, showing the entire play area. North is to the left, and orchards are olive groves.
↓ Read the rest of this entry…

└ Tags: Annual 89, ASL, For King and Country, gaming
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