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  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

The Road To Sarikamis

by Rindis on June 5, 2018 at 12:00 pm
Posted In: Boardgaming

Jason recently made it over for another FtF session last Thursday, and we finally tried out the copy of Osmani Harbi that I picked up nearly two years ago for cheap. Thankfully, we had some time to read through the rules before hand; I was having trouble fitting it all in my head at the same time, even though much of the system is nothing especially new.

I went with the 1915 Caucasus scenario to try it out because, 1) it’s the first one in the book, and 2) it looked to need fewer of the Osmanli-specific rules (since there’s no desert, and it uses the normal Winter turns instead of the Summer turns). With most of my knowledge of this part of WWI still coming from Pursuit of Glory, I needed the victory conditions to confirm that the Ottomans are on the offensive here (the general goals are to take Kars, Sarikamis, and be less demoralized than the Russians). A random roll gave me the Ottomans, and off I went!

The initial look at the situation didn’t seem promising. The Russians have already advanced slightly past the border, and are in good defensive terrain (then again, the terrain in the entire map isn’t good for much other than defense). It sure didn’t seem that I had enough on hand to mount a real offensive. But there were a few possibilities. My main moves were against the ends of the Russian line, and I tried one combat, against a one strength Armenian division, and only took a point of damage myself.

The idea of the defender getting a ‘counterattack’ in which their strength is tripled takes some getting used to. The actual point is to effectively build the combat system around the old idea of a 3-1 attack being equal odds, while using strength factors instead of odds calculations. But it really makes you pause on attacking, and feel it’s so unfair. I needed to remember, that at around 3-1 odds, both sides should take about equal losses, and there’s only a third as many defender to absorb them.

An interesting wrinkle is that it seems that the attacker only ever gets negative modifiers and the defender only positive ones. However, I was usually attacking in mountains, which has no (attacking) modifier, but halves the attacking SP. This gives the attacker the ability to get a wide range of results compared to being stuck with the low ones as some of the other heavy terrain causes.

Jason consolidated his line slightly on his turn and I tried again against the Armenian division, getting a 6-1 die roll to knock it out for no losses. The next turn I moved in on the slightly shorter line, and continued working my way around the west flank, and concentrated on the center. My big attack there had another good set of die rolls, and I pushed the Russians out of a hex.

With things going poorly on the flanks and the center, Jason started pulling back. I think he pulled back too much, and let me take ground while he was reorganizing, instead of trying to make me pay for it, even if he lost a couple units in the process. By the end of December I was repositioning some extra cavalry to continue trying to threaten cutting him off from Batu, and was close to Sarikamis itself.

We ended up calling the day early, but got halfway through January, and could have finished the month if other events hadn’t gotten in the way. Still, by that point there was probably going to be a lot less activity. I took Sarikamis in a large attack from the SE, which meant I was only facing broken ground. This in turn surrounded three 2-4 infantry brigades that ended up surrendering after a failed breakout.

I had a Substantial Victory pretty well in hand, but was rapidly running out of supply, so short of being handed a really tempting target, I was planning on settling on something near the current line and waiting it out. The Ottoman ability to not need supply for defense had already been handy a time or two, and meant that I could basically exhaust my supply while doing this. (To be sure, the Ottomans get less supply to compensate for this.)

We’re both pretty happy with the system so far, and we may be giving it another go soon.

Questions:

Can you inspect enemy stacks? You can’t inspect the supply status on the charts (that is stated), but can you inspect the contents on on-map stacks? (I think you can, but an explicit statement eludes me.)

The depots on the map have no supply points listed, are they supposed to be empty? (I’m pretty sure that’s a yes, but stating ‘0’ in the scenario would have been preferable.)

There’s one railhead marker on the map, which makes it clear where that line ends. The scenario rule about ‘rail lines in Russia’ implies that the branch out to Tabriz exists. Does it stop at the Russian border (i.e., not go in Persia, and not reach the Tabriz depot) too?

Is there anything for the two engineer units in the scenario to do other than perhaps allow a HQ to move into a trench?

A 1-4 unit has (1)-4 on the reverse. Does flipping it resolve a SP of losses? Does removing it after being flipped also satisfy an SP of losses?

Can you supply some units for an attack, but not others? Or can you only provide supply on an ‘all-or-nothing’ basis? (Probably not ‘all-or-nothing’, as supporting a breakout attack is already an exception.) Can you just supply by number of strength points? i.e., provide 5 supply for a 21-point attack, which would then become a 20+0.5*1 attack or 20 SP.

└ Tags: Der Weltkrieg, gaming, WWI
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City Fight

by Rindis on June 1, 2018 at 12:00 pm
Posted In: Boardgaming

Patch has been fairly distracted lately by other parts of his life, so for our latest game, we went for one of the simpler scenarios from Up Front, and simple sides—German vs Russian.

I had the Germans, and split my squad into two teams, with B taking most of the better members, the LMG, and the DC, while the SL led A. Patch split his Russians up into four groups, A had his five best guys and the DC, B had five second-best, including the LMG-toting ASL, and C had three morale 3 guys, and D had the last two morale 2 guys. (I’m giving the Fire Strength and all the modifiers that applied to attacks; a ‘C’ refers to a concealment card played on it.)

There was no pre-game terrain, and I led by putting Wire on Patch’s B, which he immediately Moved off of. I Fired anyway at his A (1), which failed to do anything, and I realized just how high-quality his guys there were. I then Moved B up to range 1, and into Buildings (-3), and they then Fired at his B (2; -3C) to pin one man.

Patch finally acted after that, Moving his D up to range 1, and my B immediately Fired on them (3+1), pinning both, while my A Moved forward. Patch put a Brush on my A, and I accepted it. He then put a Wire on my B, but I had no movement available. Then his D went to ground in Brush, and then Rallied, making them the best-protected group he had. My B Fired at his B (3-1), and pinned two men, who were immediately Rallied, while his A and C Moved up. I Moved my A up while he was busy, Patch’s men all halted in open ground, while mine took a Hill.

From my hilltop, I Fired at his A (4+1; -3C), and pinned one man while malfunctioning a machine pistol. (I’ll note the cards were poor enough that I still wouldn’t have outright killed anyone on Strength 5 without the concealment. In fact, I would have only pinned two.) Patch immediately Rallied, and I permanently broke the machine pistol, leaving me with only four weapons in the group. After a pause, my A Fired on his again (3+1), pinning three men. Patch Rallied 2 of them, and his group B finally moved up and into Buildings (-3).

My Sniper pinned a man in his B, and his A Fired at my A (1-1), doing nothing. A little later, his B Fired at my A (3-1; -1C), pinning two men, including the weaponless one, who were immediately Rallied. Patch finally Rallied All to get his men in A and B up again, while I finally Moved off the Wire on my B. Then his A Fired at my A (2-1; -1C) to pin two men, and followed up with Fire from his B at the same group (1-1), to do nothing. I Rallied my two men.

Patch started trying to Entrench all his men out in the open, but didn’t have any immediate success. His B Fired on A (1-1) to pin one man. Reminded that the rest of his men were out there, and relatively low morale, my A Fired on his C (2+1) to pin one man. Wire appeared on the hill to complicate things there. A second attempt Entrenched Patch’s D. Fire from his B at my A (1-1+1; -2C) did nothing, and I finally Rallied the pinned man there. Patch finally Entrenched his groups A and C. His B Fired at A again (2-1+1; -2C), pinning two men, who were immediately Rallied.

Patch’s D Moved up to range 3, and my B Fired at his A (2-1; -1C) to do nothing (I had forgotten about his D, or else I might have fired on them). D stopped in open ground again, and now I Fired on it from B (3) to pin them both, and from A (4) to Rout one man. Patch Rallied the remainder, and then Moved him laterally into Brush. The Russian Sniper failed to do anything to my Group B, who then finally Moved off of the Wire. Patch’s D re-entrenched. My B Fired on his B (3-3) and pinned two men, then my A Fired on B (2+1-3) to pin another man and panic one of the pinned ones, at the cost of the SL malfunctioning his machine pistol. Patch rallied the rest, and then, after my Sniper tried to hit that group, they eliminated him.

Patch’s A Moved forward, and my B fired on them (1+1), pinning two right before they ducked into Buildings (+3). His B then Fired on A (1-1) pinning on one man, then A Fired on them (4-1; -3C) for no effect. My next turn saw the SL in A permanently break his weapon. Patch Rallied his men in A, followed by me doing the same. Patch’s Sniper had no effect on my B. Patch’s B Fired on my A again (3-1; -3C) for no effect. My B Fired at his A (4-3; -1C) for no effect. A little later, my A Fired on his C (1+1-1) to pin one man, followed by my B Firing on them (2-1) to rout the pinned man. Patch’s A Fired on my A (5-1; -2C) to pin two men, followed by his B at my A (2-1) to pin the other three men, and routed one. I Rallied everyone, but Group A was down to four men, with only two serviceable weapons (both rifles), for fairly minimal firepower.

My A Fired on C (1+1-1) to pin one man, and B followed up at the same (2-1) to pin the other. The next turn, B Fired on his C again (2-1) panicing one man, and then Patch Rallied the remaining one. My B then Fired on his A (3-3) to pin one man, and followed it up with the same next turn (3-3; -1C) to do nothing other than malfunctioning another machine pistol. Patch’s A Fired on my A (4-1) to pin one man, and then his B followed up (1-1) for no effect. I Rallied A, and the weapon in B repaired (for once!). Patch Rallied his man in A.

With my Group A being relatively exposed, and lacking in useful firepower, I put Smoke on the hill, and discarded Wire onto Patch’s B, but he immediately Moved off of it. My B Fired on his A (3+2+1-3), and killed one man outright. Patch’s A Fired at my A (2-1-1), to pin one man, and then Fired B at my A (4-1-1) routing the pinned man (taking his weapon with him), and pinning another. I Rallied the pinned man. More Wire showed up on my Group B. And a couple turns later, I put Wire on Patch’s Group A.

Patch’s A Fired on my A (3-1-1-1) to pin two men, and followed up with Fire from his B (5-1-1) to panic one man and pin the remaining good order one. I Rallied the survivors, which were the SL and the one man still with a weapon (in fact, he was the last casualty of the game, and he was the first person who broke his weapon; despite starting with a Morale of 2, Patch had generally drawn low RNC against him). I Moved off the Wire in B, followed by Patch Moving off his Wire.

Patch’s B Fired on my A again (4-1-1) to pin the SL, who I immediately Rallied. My B Fired on his A again (1+1+1-3) for no effect. Patch’s A Fired on my A (3-1-1) for no effect. And after a few more discard rounds, the game ended at the finish of the third deck. Patch won with 4 guys in Group A at Range 2 in Buildings (8 VP), 4 guys in Group B at Range 1 in Buildings (4 VP), two routs (2 VP) and a kill (2 VP) for a total of 16 VP. I had 5 guys in in Group B at Range 1 in Buildings (5 VP), one rout (1 VP), and 4 kills (8 VP) for 14 VP.

Afterword

Patch had a pretty good plan with four groups and an obvious desire to move up and get into good ranges, with the low morale guys way out on the flank where it was harder to reach them. However, he hardly saw any terrain cards at all in the early going, which is what kept him stopping in open ground regularly. I had planned to move around more than I did early on, but once again got choked with a lack of Movement cards. The three Moves to Range 1 and 2 in my two groups, plus getting rid of a Wire or two represents every Movement card I saw until about halfway through deck 2. It’s a good thing I didn’t try a three group setup (which was considered), as I’d never have managed to get all three into motion. I did have some movement possibilities at the end, and if I’d discarded slightly different, might have gotten my nearly useless Group A into a Gully for the final ~1/4 deck of the game.

The dominating thing for me in this game were the weapon failures in Group A. It really left me with one effective group for the final deck or so, though it still managed some effective fire thanks to the +1 strength bonus. The lack of movement kept Group B at Range 1, and meant I never had a chance at the higher power cards, though I could manage 8-12 firepower at various groups.

└ Tags: gaming, Up Front
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The Rival Queens

by Rindis on May 28, 2018 at 12:00 pm
Posted In: Books

Nancy Goldstone’s The Rival Queens is one part biography of Marguerite de Valois, half a part biography of Catherine de Medici, and half a part outline of the French Religious Wars. Catherine getting first billing the in subtitle, the focus is largely on Margarite.

In one extent, this makes a lot of sense, as she wrote, or at least started, her own memoirs which were heavily sourced for this book. The Rival Queens effectively starts with the marriage of Catherine to Henri II, so the early part of the book naturally focuses on her; but as Margarite grows up, she becomes the focal point of the book, with Catherine becoming part of the surrounding cast.

Overall, it’s a very well done look at the period from the general viewpoint of the French court. There is talk about various towns and forts trading hands (mostly between the French government and the Hugenots), that could have used a few maps for a grasp of the geography involved, but the politics and personal relations are the focus of the book.

└ Tags: books, history, reading, review
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Before the Ice

by Rindis on May 24, 2018 at 12:00 pm
Posted In: MMO

Smudge and I recently got through the final two patches worth of A Realm Reborn content, and are now moving on to Heavensward. This took longer than I expected.

Some of that has been spending time on other projects, such as Palace of the Dead. As I had mentioned last time (at the bottom), we were stuck at floor 30 because of disconnects during the boss fight; a fellow guildie looked it up and found that there’s a bug with the five-headed hydra model that makes certain graphics cards roll over and die. Smudge and I put our graphics cards on minimum, and successfully, finally, got through the fight. After that we did the next two sets, and I was surprised (knowing that it goes a lot deeper) that floor 50 was basically the climax of a story line. Even better, it was an afterword/sequel to events that happened in another dungeon entirely. We happened to do that one just before hitting this, so we lucked into some very good timing.


↓ Read the rest of this entry…

└ Tags: FFXIV, gaming, MMO
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Fortifications in Wessex

by Rindis on May 20, 2018 at 12:00 pm
Posted In: Books

Osprey’s book on fortifications in the Kingdom of Wessex is a well-done introduction, but didn’t quite dive into some detail I’d like. At the end, Lavelle admits that the book is even more limited in scope than it could be, but it does manage some interesting discussion.

There’s a good map of the known fortified locations from an administrative record known as the Burghal Hidage, and some discussion of the scholarly work on it. A bit more focused discussion of this (it gets spread out a little) would have been nice, and maybe a real breakdown of how many places are well known, how many the place is known, but the layout is questionable, and how many listed burhs are not identified.

But the real focus is on the more practical matters of considering some of the economy around them, and how these sites served as an actual defense of the area, including secondary (generally hilltop) sites, and signalling. There’s some good color illos of ‘typical’ fortifications, including the ‘generic’ burh on the cover, and there’s reconstructions of Winchester and Lydford shown.

I find myself wanting more with this book on almost everything. But at the same time, I don’t know that there’s much more to be done within the page count. Perhaps really focusing on one location and it’s layout would have helped.

└ Tags: books, fortress, history, Osprey, reading, review, Wessex
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