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F&E for Vassal v2—Someday

by Rindis on September 4, 2012 at 12:19 pm
Posted In: F&E

Crossposted from the SFU blog on BGG.

As I hinted when I released version 1.3.1 of the F&E Vassal module, I had something new in mind. Specifically, I’m looking to start over and do a brand new Vassal module. My hope is to be able to add new features that I can’t current do.

One of the pain points of the current module is actually the map. It is half done in CorelDraw, and half in Photoshop, and exporting the first into the second is a challenge (there’s some places where it’s kind of coming apart in the latest revision that I just can’t get fixed). So, I have done an all-new map purely in CorelDraw. Since it can’t be exactly the same size as the old one, using it would break all saved games in the current module. Therefore a new module is needed.

And since I’m starting over, and I have a pure vector map, I can handle a request that’s been popular:

While I’m at it, I’m re-doing the counters to get away from the pixel-twiddled images I have now, and make them a little easier to do. Though doing all those counters all over again will take time. A lot of time.

Also, the new map comes at a price. It takes a lot of memory, and is too big for Vassal 3.1 to handle. However, Vassal 3.2 (which is just entering beta) can do it. It also has a few other new features, dealing with math that should allow the new module to handle stats around crippled status and showing the stats associated with a fleet marker.

What I need now is people to discuss the new module with. I want to bounce ideas off other people, and get input so that I can make it the best module I can, and I can get started on it from the beginning, rather than having to re-do things constantly. If you’re interested in discussing this, contact me, I want to have an email conversation with everyone who’s interested to hammer out ideas. The only caveat is that you will need to install the test version of Vassal v3.2.0 so you can follow what going on. (Note that doing so will require you to be cautious with Vassal, as you need to remember to switch back to 3.1.20 with any ongoing Vassal games you have.)

└ Tags: bgg blog, F&E, gaming, Vassal
 Comment 

FB4 HKL 259

by Rindis on September 2, 2012 at 10:59 pm
Posted In: ASL

Patch came over yesterday, and we played the fourth scenario from Festung Budapest: “HKL 259”.

It’s a fairly small, seven-turn scenario on the southern portion of the NW map (as opposed to the northern portion that the first three deal with). This causes a dramatic change in the nature of the terrain: gone are the multi-hex stone buildings, railway embankment and long broad streets; this area is entirely occupied by a five-level hill with its crest at the edge of the map, and sloping down towards the city, with fairly dense residential buildup. It is now January 24th, and the Soviets have captured a series of hills outside the city, and are now attacking to take this final hill at the edge of Buda. They have seven turns in which to exit 12 EVP of the east edge, some 14 hexes away. They have fourteen good squads (and a pair of HS), but no real support (three LMGs and a DC). The Germans have nine SS squads (of varying quality), with a few entrenchments, and another three Hungarian squads to help out. No vehicles or Guns on either side.

Playing havoc with the situation is Ground Snow, who’s major effect here is that moving up or down a slope costs an extra MF. The Axis is also under level 3 ammunition shortage, which causes unit replacement on 11 or 12, and causes the few MGs the Axis have (four, total) to breakdown easier.

I took the defending Axis, since Patch had the Axis for the last two scenarios, and it allowed me to set up while waiting for Patch to arrive. Thanks to the all-new terrain, I wasn’t sure what I wanted to do, but I eventually centered my plan around a couple positions that could see down the lateral roads, and putting MGs in the upper levels of a couple prominent buildings so they could reach up the slope easier. This was easier to do on the north-side of the map, so I spent some thought worrying about a rush down the south edge. That side has the problem of taking longer to get to cover, but there’s not very many stone buildings for the Axis to hole up in, and the east edge is still one level higher, meaning in theory it is shorter in MFs to get to (though you’d have to bypass a lot of buildings).

My main theory was about two lines of initial defense, and I’d move one side’s defenses over once I knew where Patch was coming in. I used foxholes near the front line defense, figuring that the limited occupancy would keep the Soviets from being too annoying with them. A 658 went in U36 where he could fire down the road if Patch came in the south, and he could rout below the crest line if he came in the north. S34 got a LMG in the second level, and T31 the MMG. The main Hungarian stack ended up entrenched behind a hedge in DD34, but that was my insurance that Patch couldn’t get a free run going straight down the edge of the map.

I had just finished placing all my concealment markers about the time Patch arrived, so that worked well. I figured out the mines (I had forgotten about them) while Patch was sorting out his troops, putting them in T27 and U27 as a last-ditch defense, as they were the only exit hexes with no building for me to hole up in, or road to force me to show where the mines were.

Setup and Russian entry.

Patch came in mostly along the north end of the map, with one strong group that came in on the very top of the hill, and stayed there, trying to find good shots down the slopes and making sure I didn’t pull everything off of the south end to reinforce the defenses. His entry had trouble with my hot dice however, and I managed to break about three squads.

The next couple of turns were largely the same. The Soviets were pushing forward, and got a scary number of troops into the first group of stone buildings, but were having trouble pressing into my main first line of defense, with a constant stream of broken units to deal with. I was having more trouble moving units across the map than I anticipated, so my main line of defense was still about my only line of defense. I was really worried that one or two good rolls from Patch (especially helped by the 9-2) could allow him to just start running for the exit with no way for me to stop it.

My Sniper was fairly active, going off almost once every turn. The first three times hit his Sniper, knocking it out completely on the third one. However, the Ammo Shortage gave me a lot of trouble. I managed to lose one LMG outright, and the other and the MMG malfunctioned fairly early, only to be knocked out on the first repair roll. The Hungarian LMG also malfunctioned, but was still in that state at the end of the game. Also, I had about 3-4 squads reduce in quality due to ammo shortage, and a Hungarian conscript squad Disrupted due to it. Thankfully, there was a Soviet squad next door, so No Quarter sent him racing back to the Hungarian 7-0, who actually managed to rally him.

Patch continued grinding his way forward, and it was a race the entire afternoon to see which gave out first, my defensive line, or the Soviet thrust. We had a pair of CCs in U33 and V33 at one point. They lasted a couple player turns (surprising with HtH CC…), and I did better than I probably should have.

Things more or less ended up with Patch trying to cross the Hieronymi ut, while I had managed to line up a fair chunk of my troops to be able to fire down the street from a distance. He got across with a decent number of squads, but not really enough. Time was becoming tighter and tighter as I kept him tied up at a slow advance when disaster struck the Russians. My Sniper activated for the fourth time and killed his 9-2 after yahtzeeing the RS roll. The subsequent Sniper check did not get the 458+DC that was with him, but the 2LLMC broke him.

We went another turn, as Patch made one last attempt to get through my defenses and into range of the goal line. Fairly early on, I broke a squad and dropped his available GO VPs down to 11. There were a decent number of broken units around, but they weren’t going to be able to make it at this point, so Patch conceded.

Patch had a rough time of it all day, and certainly he felt like he was behind where he needed to be the entire way. I’m not sure just went wrong or right, though I will say, that my dice were especially hot during the first turn or two, when the Russians are still crossing the open ground, and so it was especially effective. I think he could have pushed into my positions a bit more aggressively, though I was able to lay down a fair chunk of defensive firepower.

Turn 2

Turn 4

Going into final MPh.

└ Tags: ASL, Festung Budapest, gaming
1 Comment

VotG CG I The Central Railway Station — Wrapup

by Rindis on September 1, 2012 at 12:00 pm
Posted In: ASL

[Last Date: Sep 16]

CG I is a relatively short campaign, running only eight days. I’m still somewhat embarrassed that I only made it through two. I actually do not remember the campaign in any real detail. I just remember feeling like I was seriously short of troops after about the third turn or so of the initial scenario. Certainly, I felt I had about two-thirds as much as I really needed going into the second day, and most of it was having to enter from off-map. Patch led off the post-game analysis:

“My thoughts?”

“I have no idea how to play this one as the Russians. CVP were about 62 to 17 this date in my favor. I simply annihilated any defense Rindis tried to throw up. I look at these games as “organized losing” — can you lose slow enough to eventually win? In the face of the FP I was throwing out, I don’t know how to do it.”

“What I did notice that may have helped Rindis.”

“1) He never used cellars, and really never used upper levels. In the words of Spock, “his tactics indicate two dimensional thinking”. Rindis should have made me flush him from every nook and cranny.”

“2) Fanatic Strongpoints never got used. I think making the Children’s Home one could have made a difference in the short term.”

“3) Deliberate Immobilization. Rindis kept trying to pierce the front armor of my SPGs hoping for a CH. He should have gone for the immobilization shot. With no turrets, it’s as good as a kill for that date.”

“4) Field Phones. Rindis went for a radio, and could never get radio contact. A field phone would be better. Make the observer HIP and enjoy watching me try to find him to stop the incoming.”


Fireguy commented:

“Hey Patch,”

“I just read your last post there and was thinking about some of your comments in regards to how the Russians can win this. My FtF partner and I are playing this CG game and we are currently on the first night counter attack and I’ll give some insight as to what I’m experiencing as the Germans so far.”

“So far, in terms of FP the Germans have this CG in the bag. The amount of toy’s I’ve got is crazy and almost everywhere you look there is an HMG or DC so it’s easy to say the Germans are far superior in terms of FP. Of course this lends itself to the fact that the Germans have an advantage during the day scenario’s. On our first day Mike setup his Russians in a very forward position (Hex D33 to D44) and I had to fight to get across the road and fight him all the way to the rail station, which I was able to secure on the first day.”

“Now after we did the refit phase he decided to declare a counter attack and we are about half way through the first night scenario. As we’ve played and talked about it we are finding that the night counter attacks are integral to the Russians winning this CG. I’ve haven’t read all the posts from your guys AAR so I don’t know how many or if there were any counter attacks but in this CG the Russians rule at night!”

“Mike was able to setup adjacent to me at the rail station and basically put his whole force in a very concentrate area between H36-H39-D41. This was to deny my guys in the north the ability to lose there “No Move” counters so I couldn’t reinforce and also to attempt (I’m glad to say it’s only been an attempt so far…) to breach my lines so he could rush me and get behind me. His goal has been to maintain cloaking for as long as possible and to attack me in CC, get ambush, and kill me with H-H. He’s been very successful at this with and few exceptions.”

“I feared CC going into this night scenario and was left with the difficuly decision of; do I hold ground at the cost of units or do I fall back and avoid CC and the cost of giving up ground. I’ve so far been able to accomplish a bit of both. In my setup I deployed as much as possible and had a line of HS with kill stacks behind him to hopefully strip his cloaking/concealment in the second turn. I think it’s turn 4 or the beginning of turn 5 and he’s pushed me back to the “C” road and now is pushing me north.”

“I’m not trying to make this my own AAR so I’ll get back to the original questions I was trying to answer. I think (and I’m sure mike will agree with me) that the Russians need to counter attack as much as possible to try and push the Germans back during the night scenario’s. The chances are good that the Germans will be able to move forward during the day and gain ground with their superior FP and so the Russians have to utilise one of their best assets and that’s their night superiority.”

“Matt B”


The CG ended at the end of the second day, so there was only one opportunity for a night attack, which I took. It was moderately successful, with 3:2 losses in the German’s favor, but he was trading 1st line troops for my conscripts and losing ground in the process. Some of this was after a disastrous 1st turn assault along the east edge that I ignored my instincts on (felt I had to, as that’s where I had the troops, later events showed I was perfectly capable of moving everyone where I really wanted them in good time). If not for that, it probably would have been closer to 1:1.

You’re certainly correct about the firepower problem. The Germans had multiple MG-heavy stacks wandering around that were pouring out improbable amounts of firepower, and I never figured out what I was supposed to do about it.

One of the things I certainly felt hamstrung by was RP purchases. I lost more than I really wanted to at night, and needed a lot of bodies to hold the line, and even with a good roll and burning the one-time bonus, I could barely afford the minimum of what I felt I needed (a company and a platoon; I really wanted a second company).

Something that probably had long reaching consequences that I need to look up, is that as I recall just about every single purchase for the first day was depleted (including the NKVD unit that gets the bonus).

On the other hand, Patch is certainly correct about the lack of cellar and upper story use. I suppose I’ve just been burned too often on seeing units get trapped in those locations. I tend to think of such things as gambits, to be thrown in after the main defensive line is in place, and this Date my on-board line was dangerously thin, and had to count on the reinforcements coming up.

Deliberate Immobilization and Field Phones never occurred to me…. (I certainly did not expect to have this kind of trouble; I think AT&T needs better coverage in Stalingrad.)

The plan for this date was that Patch would be fighting to get to the Hospital at the end of the Date, which I’d finish fortifying in the next RePh. Three fire phases where entire stacks pretty much evaporated killed that plan. On the east edge, L38/M39 was actually an NKVD strongpoint, but the ability never came up.


Whizbang 1963 asked about:

“CGI-3 RUSSIAN BONUS CPP: 14 Once during the CG, on/after the night of 15 September (but prior to 17 September), the Russian receives a bonus of 7 additional CPP (12.618).
If you made this attack, how did you spend these points? Did you set up in all the frontline locations and go on the offensive against the German?”

“I had it done to me in CG IV at Consimworld last year and got my head handed to me as the German. I played an atypical Russian opponent who went on the offensive every chance he got.”


Ogier300 commented:

“I’d agree that the Russian night counter-attacks are a key component of the defense. In the CGI we’re playing, the German side (mine) also had trouble with dice on day one (we started the day with 41 squads, and finished with just 16; after the night counter-attack, we were down to 12 – we failed to take the Railstation, as well). The Russian players have been very aggressive in the night counter-attacks and have made heavy use of Recon to eliminate dummy stacks and check nooks and crannies.”


I’ll pull out the records of my purchases when I get a chance (file not with me), but I took the bonus for the scenario on the 16th (e.g., this latest one), not the night of the 15th. Short of the initial date, I haven’t been able to afford on-map setup.


Steven Linton commented:

“Interesting stuff.”

“I’m about to start Sep 18 as the Russian, and I’ve still got control of most of the map – the German has gotten an inroad in the east, but is still not over the road to threaten the train station (OK, I did throw him back in the night counter-attack).”

“My basic strategy has been threefold:”

“1) I figure the number of squads the Germans can get for the campaign – putting aside reinforced companies – is about 90 (NRBH). They’re my targets. Set DCs, HIP, mines – whatever it takes to kill the infantry.”

“2) In the night counterattack, I made it a priority to clear the west edge (the if controlled entry area for the Germans just in case my compass is tuffed). It cost a bit and took all scenario due to one guy in the basement, but it shortened my lines considerably, and reduced the German axis of attack.”

“3) Bodies. The more Russians there are, the more the German has to kill. This is a Red Barricades dictum that applies well to VotG (surprise surprise). That and getting the 76Ls in scenario 1 (I wont talk about how I lost two of them due to bad placement in the night counterattack) plus the mortars in the upper level roofless buildings has given me critical firepower to deal with some of those German deathstars.”

“I killed so much German infantry in the first three scens (about 26 squads and 8 leaders) he had to go idle. Loss ratio is slightly in favour of the Russians.”

“My opponent will be facing over 50 Russian squads and OBA and a couple of set DCs next time around, and he’s certainly not going to be happy when he finds out the Guards company rolled a 2 on its strength DR.”


Here’s my schedule of purchases:

15 September Day German attack
I5 NKVD Militia Coy OB MD – 2/5; ATR; {9-0, 8+1}
I4 SMG Coy OB LD – 9^2; 8-0
I5 NKVD Militia Coy 1 4 MD – 2/5; MMG, ATR; {9-0}
I5 NKVD Militia Coy 0 4 HD – 2/4; MMG, ATR; {9-0, 8+1}
A3 T-34 M41 Pltn dug-in 1 3 Full – 3; 9-1 AL
O1 Lt Arty 1 Pre Reg 1 2 Normal

15 September Night Russian counterattack
I3 Rifle Coy Off-map 0 5 HD – 6/3; LMG; 7-0
I2 Guards SMG Pltn Off-map 2 3 FS – 3; DC; 8-1
I6 Storm Group Pltn Off-map 2 4 FS – 3; LMG, FT, 2xDC; 9-1

16 September Day German attack
I1 Guards Rifle Coy Off-map 2 9 FS – 12; HMG, MMG, 2xLMG, 2xATR, 2xMTR; 10-2, 8-1
M1 Fortifications 19 1 40
M2 Sniper 7 1 1

With the reduction for the CG, and the day after a night attack, I got 7 CPP, which wasn’t enough for anything, and with the bonus points thrown in, still wasn’t enough for anything beyond a company. It’s a little hard to read here, but my two of my initial NKVD companies were moderately depleted, and the third heavily depleted. The company I bought that night was also heavily depleted. The two platoons for the night attack and the final company for the 16th were full strength.


BruceC commented:

“Thanks for posting your purchases Rindis. I’m trying to work my way through a Russian purchase. Your initial purchase is about what I would consider a standard buy. I have been wondering about the conscripts you get with the NKVD RGs.”

“With No Quarter in effect, would the Conscripts still be vulnerable to CC capture? I didn’t think so, but then had an opponent run off with a bunch of my front-line conscripts. I respect his rules knowledge and couldn’t find anything in the RB at the time to stop him.”

“Also, more thoughts about the German OB. His MG killstacks must be dealt with somehow, as well as the SPs. My initial thought was to get the 76Ls along with a T34 Pltn, as they are effetive vs both and only available on that first day. Get an NKVD coy and ruminate about paying for entry options for them, balancing this against an on-map/reserve setup and an OBA/fortification purchase.”

“I really want the guns for HIP and hitting those stacks. Getting some extra concealments with a point spent on forts might keep him back enough to save room for future turns when better inf RGs are available. If I can keep the guns intact through the first CG dates they would be hugely useful in the later SP gun brawls.”

“But, those yummy NKVD 6-2-8s are only available on the first date too. 3 coys, about 9 6-2-8s, a nice little force indeed. These decisions require some thought and planning. Now if my opponent would kindly adhere to my expectations, and the dice behave themselves, things will be fine either way….”

“Fat chance.”


Postscript:
When Patch isn’t sure what to do, you’re in trouble. However, it’s obvious other Russian players haven’t had nearly the troubles I did, so there’s something missing. I can say that I really got screwed by the Depletion rolls from the outset, with nothing coming full-strength, including the company with a -2 bonus to the DR. I was down seven squads before the game began, and down another three for the night attack. But that’s certainly not all of it. Certainly the final Date mostly seemed to consist of me putting one defensive point after another together, only to watch them evaporate one after another. I’d sure like to know how someone ever got the Germans down to a mere 12 squads.

└ Tags: AAR In Progress, ASL, gaming, Valor of the Guards, VotG Campaign
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VotG CG I The Central Railway Station — September 16

by Rindis on August 30, 2012 at 12:00 pm
Posted In: ASL

[Previous Date: Sep 15 N]

After the partially successful night assault, Patch naturally immediately went on the offensive again the next date. I’d been struggling with having enough troops to go around the entire time, and this Date was no different, as we started in mid November 2008…:

Another long layover between dates, but we started the 16th tonight, just got through the initial German turn.

On 6 morale checks, there’s been 6 failures, two of them 12s. Also, on rallies in my RPh, there was one rally on 5 attempts. The good news is that this goes for both of us. The bad news is that I’ve had more MCs than he has so far. We almost had a case of duelling FTs, but my guy broke before he had a chance to fire (naturally).

Patch bought four platoons of AFVs. The good news is that they got held up a little by a bog on the lead vehicle of the main column. The immobilized T34 at the intersection is attempting to hold them off, but against this many, it doesn’t look so good.

His sniper pinned a MMG before it had a chance to do anything, and another one Malfed on its first shot and went away when repairs were attempted.

Overall, it’s about what I expected, position-wise, but all the little things are going wrong.

On the other hand, Civilian Interrogation went off, and I got ‘Defenses Compromised’. I revealed 2 1/2 squads (no HIP to reveal) and found that he’s fortified F39.


Situation, Turn 1 Russian RPh (I need to finish setting up off-map reinforcements).
↓ Read the rest of this entry…

└ Tags: AAR In Progress, ASL, gaming, Valor of the Guards, VotG Campaign
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Battles of the Samurai

by Rindis on August 23, 2012 at 9:32 pm
Posted In: Books

Just finished reading Stephen Turnbull’s Battles of the Samurai today.

While it is exactly what the title implies, a study of nine battles from Japanese history (ranging from Kurikara in 1183 to Sekigahara in 1600), it is also a good primer of Japanese history from the 12th through 16th Centuries. Writing in 1987, Turnbull assumes his audience has no more than the sketchiest knowledge of Japanese history, and gives extensive backgrounds to each battle.

As such, it is very readable and enjoyable, and establishes a few points in history which further readings can attach themselves to. In my case, it helps tie in the The Tale of the Heike (which I just started rereading), Nobunaga’s Ambition II (which was playing about when this was published), and of course, Sekigahara: Unification of Japan. In addition, there are a number of photographs of the (then-)current condition of the battlefields, and monuments, along with commentary of how best to visit the sites.

└ Tags: history, reading, review
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