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Stalled in Crimea

by Rindis on December 5, 2011 at 5:09 pm
Posted In: Boardgaming

After our previous exploits, the next thing we went for was the simplest full-map scenario from Crimea: “The Road to Sevastopol”. My dad again took the Russians, leaving me to batter my head against the defenses leading out of the Perekop isthmus and into the interior of Crimea.

Well, my head hurts, and I hadn’t gotten very far after 9 turns (sadly, that is as far as we got in the vacation time I had). Considering the track record of the offense in every East Front Series game I’ve played so far, I’m starting to wonder if there’s something I’m missing.

Now, I will point out that the weather has not helped. Mud and storms on turn 2 (GT 61), mud on turns 3, 5, 7. In fact, now that we’re in the Mud Climate, we’ve only now had two dry turns in a row (GT 67 & 68).

I have realized (too late) that my biggest mistake has not been pushing on the Naval Interdiction, to cause alarm and dismay over shipping losses. The rules talk about the range limitations on various aircraft, but there’s nothing said about how far away the Naval Interdiction box really is. So, thinking purely in terms of the single-engine Bf109s, I avoided worrying about Naval Interdiction, and stuck to Interdicting the 51st Army Headquarters and making sure there was plenty of air support for my attacks.

I eventually realized that the two-engined Ju88s were a good choice for the job. With six He111s available, I had a good amount of CAS ability, and the ‘3’ air rating of the Ju88 meant that it could go out alone, and probably come back all right. This had an immediate and dramatic effect, as several ships took damage from poor Naval Loss rolls on the Air Interdiction column. Two turns after I finally realized this, most of my aircraft were recalled to the Kiev to Rostov theater.

Meanwhile, my dad got the most out of the shipping rules. Without the immediate need to use the warships as artillery platforms to protect the ports, he used them not only to transfer supplies from Map T, but to ship units across the bay from Sevastopol to Yevpatoriya and Saki. This got the troops considerably closer to the action at the entrance to Crimea, and helped the defense stiffen admirably. Using the anchorage at Saki might have been a mistake, as the +2 modifier to readiness rolls makes getting out again hard, especially for an R4 unit.

As for the actual action on the ground…

The main drive is naturally in the west, and has been slow going, with me never gaining more than one hex per turn. Since the Soviets already have prepared defenses, and build a new strongpoint a turn, I have yet to have a combat that wasn’t against a strongpoint. For most of the time, I was shutting down the headquarters with interdiction, but near the end the other two headquarters showed up, most of the Luftwaffe left, and I’ve had had to start facing No Retreat orders too.

That said, the breakout is always tantalizingly close. The Soviet line is solid, and on the west end anchored by a minor river. The east end, at the edge of the lakes is more thinly held, and I’ve been hoping for a breakout there. I didn’t realize until now, looking over the map again, that I could attack the end of the Soviet line and not have to attack anywhere else because of an intervening lake. Despite the slow progress, I did finally get out of range of the super-heavy artillery, and just got it available again after moving it up.

Over in the east, I’ve been trying to make a go of it, pouring in an extra division, and all of the Romanians. Sadly, the results have been very costly for me, and I’ve lost the initial German division (since half-way rebuilt with replacements), and all of the small Romanian units. Since the motorized infantry takes two points to get back of the Cadre Box, they’re not coming back, and I decided to take all the Romanian replacement points as RSUs, and use them to replace losses in the 1st Mountain Brigade if needed. I’ve really tried to push on this side, hoping that the pressure would attract enough attention to cause the Soviets problems on the main front. However, I’ve moved up about two hexes and stalled, have not gotten more than one truly good combat result over there.

Here’s a look at where we had to leave off:

In all, it was good, and I think being aggressive against Soviet shipping from the beginning would be a big help (or at least slow down the initial pace of reinforcements). But I do wonder about the combat in EFS. It seems to be very hard to get over about 3-1 odds against any sort of prepared position, and that column can be very punishing with a bad roll or two. Getting better modifiers would help, but the main method for that seems to be air power, with air combat and AA fire, that can’t be counted on at the best of times.

What I’m trying to get at is, there have been combats where I have been surprised by how bad it was for me, but not really any where I was surprised by how bad it was for the defender. I really do wonder if I’m missing something, between the slog here, the slog in “Odessa”, and 0-5 record “The Tartar Ditch” has for the Germans in my experience.

└ Tags: EFS, gaming
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Two Small Battles

by Rindis on November 30, 2011 at 9:11 pm
Posted In: Boardgaming

As usual, while down visiting my parents, I’m getting in some gaming with my dad. Among other things, I brought down my two East Front System games, mostly because my dad has a large gaming table, it was the only way I’d ever see all five maps from the two games set up at once. Actually, it turned out to be a closer fit than I thought it would be. There’s some room to the north in the setup we did. If we went the other way (which would get some east-west room), just adding Crimea made it too tall.

At any rate, while I figured my dad would be interested in the series, he showed more interest than I thought he would (I figured that he wouldn’t care too much for something built around really big scenarios). So, EFS became the first thing to look at.

We started with scenario #1 from Crimea: The Tartar Ditch. I ran him through the basics of the rules, and then the walkthrough of the first turn’s combat as shown in the playbook. We continued from there, with him volunteering to be the Soviets (surprisingly). I have yet to see the Germans win that scenario, and this didn’t break that streak. I consider it pretty close to impossible with the given first turn in the rulebook, as that will almost invariably end with the Germans having to make attacks on both hexes of the second defense line with the no Attack Supply penalty. It ended that way this time, but one attack actually rolled well, and the Germans did take one of the two hexes, leaving them just short of victory, as usual.

The next thing we did was actually go through Assault on Rostov example of play on an (I guess, the) EFS fan site. It’s a pretty good intro to the system, but I was able to point out a few places where the rules have changed since Army Group South, which the example was written for.

After that, we played scenario #1 from Kiev to Rostov: Rostov Redeemed (I specially punched the counters for this, since I only got the set a week before, and hadn’t had a chance to start punching and clipping the counters). Like The Tartar Ditch, it’s simple little scenario presented on one 8.5″x11″ card. (Actually, The Tartar Ditch uses an 11″x17″ card when you include the OB and turn track; Rostov Redeemed has all of that in the same little area as the map.) It shows the area near Rostov, being held by the Germans with a couple of reduced divisions and a small SS division (the Leibstandarte Adolf Hitler). The Soviets are counterattacking to retake Rostov, and activity off the map is putting the Germans out of supply. It’s only 2 1/2 turns long (starting with the Soviet half of the first turn), and it is interesting to see a real Soviet offensive.

My dad took the Soviets again, and in a hard-fought campaign only managed a Axis Marginal victory. There’s four victory locations, and he only took one of them, all his attacks on Rostov failing. Part of the reason for this was Mud on the second turn. Even with reduced movement for being out of supply, the Germans managed to get where they really needed to, while the mud stalled some of the advance (and the extra defensive bonus for towns helped). Normally, he probably should have taken one hex of Rostov on the final turn (which would have generated the historical Soviet Operational Victory), but both his attacks rolled poorly, and failed (narrowly!) to dislodge the German defenders.

This points up the problem with the really small scenarios: They’re so short and tightly timed, that one missed attack roll generally sends the attacker so off schedule that he can’t recover momentum before the scenario ends. That said, so far they tend to be nicely tense little affairs, and I really need to try The Battle of Sumy in KtR and scenarios 6-9 in Crimea (which I believe use the full supply rules, which have been lacking in the ones I’ve played so far).

└ Tags: EFS, gaming
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I Should Just Carry My Windows Disk With Me at All Times…

by Rindis on November 29, 2011 at 1:39 pm
Posted In: Life

Well, I’m on my annual vacation with my parents this week. The trip down was fairly smooth and most things are going okay. I’ve got some gaming to report on; things are piling up, as usual.

However, the computer is not fine. It’s amazing how incipient problems can suddenly turn into full-blown disasters just by moving the darn hardware. A little background first:

A few months ago, our house server (Argentum) started having trouble, and was randomly locking up while not actually involved in anything. I managed to make the problem better, so that it was locking up within a week, instead of within a day, but it was still having problems that I couldn’t figure out. We had been planning on retiring Argentum and just having all our files on Alexandria, a NAS with much more storage than Argentum, so I took the main data drive out, and attached it to my system (Horo), and it’s been the auxiliary house server ever since. (Trying to get Argentum’s data *organized* as we move it from one place to another has kept the project from getting finished of course.)

For the last month or so, I’ve been noticing problems with Horo wanting to get extra boggy switching from task to task, usually if it had been sitting idle all day (no excessive memory or CPU load despite long delay times). I also noted some problems with painfully slow startups, and occasionally it just didn’t want to start, but I had been able to eventually coax it into Windows, which would act fine. Generally, the restart seemed slower after Horo had been on for a few days and was being boggy in Windows. If it hadn’t gotten to that point, startup seemed fine.

As usual, I drove down to my parent’s on Thanksgiving day, and arrived in the early evening. Everything was fine, except that Horo now wouldn’t start at all. There are two places where startup fails: 1) blank screen, no cursor, right before Windows kicks off. 2) “Windows is Starting” screen comes up, but the four lights that turn into the Microsoft logo (Win 7 startup animation). Previously, it would just pause there for a long time before continuing, Thursday night it halted, and Windows eventually noticed that Startup had failed and started a recovery process (impressive!). However, that ran about 2-3 hours (claimed should be several minutes) before declaring that the recovery  attempt had failed.

I managed to contact Baron the next morning, and got my Windows 7 disk express mailed to me, and got it Saturday (I owe Baron $20, >.<). It’s tools for repairing Windows turned out to be the same as the onboard ones, and did no better. I ended up by having to do do an all-new install of Windows, which has left me without a bunch of programs, some of which I was planning to use while on vacation, but at least Horo was up again.

Once I had a working version of Windows, I was finally able to get at CHKDSK (which I had wanted to do in the first place) on Sunday and did a full scan on the main drive. It *did* find some file errors, and that was after I had cleaned off the bulk of the old Windows files (two of the three files it didn’t like were actually in the Recycle Bin). No bad physical sectors were found however.

Monday morning, I had a repeat of the startup halt, and Windows recognized the problem, and it was able to successfully restore to a previous system state this time. Which meant I lost my last software install, and had to do it over again (Acrobat Reader). However, that means that whatever the problem is, it’s not just a random bit of corruption, but either a drive, or the motherboard’s drive controller are having problems. I’m still not at all sure just which it is.

For those of you still following along, and want to offer advice on the matter, here’s the physical setup: Horo’s motherboard only natively supports SATA, but it also has ATA through a secondary on-board I/O chipset. The DVD drive and OS-hard drive (which had the errors) are SATA; my primary data drive and the one that came out of Argentum are ATA (in fact they’re the same model of drive). The SATA drive is obviously the newest, but it’s the one with trouble. On the other hand the last hardware change before I started things started going downhill is the second ATA drive.

I’ll have more general news of how the trip itself is going in a couple of days. ^_^;

└ Tags: horo, life
1 Comment

A Tour of Vienna

by Rindis on November 20, 2011 at 1:28 pm
Posted In: Boardgaming

Well, after far too long without any FtF gaming, we finally got the gang back together yesterday for a game of Here I Stand. Things were a little slow getting started. Half the group ran a bit late, and not only have we only played it once before, but that was a while ago, so we took a while to get up to speed.

I started us off with a random draw for powers, with the stipulation that no one would repeat last game’s position (which didn’t even come up as it happened). So, we ended up with Zjonni as the Ottomans, Dave as the Hapsburgs, Mark as England, Patch as France, Jason as the Pope, and me as the Protestants.

My initial play of 95 Theses went well, I think I only missed one Reformation attempt. I estimated that the max I was going to see oppose me at the Diet of Worms was 9 CP, and spent a 3 CP card in the hope that there wasn’t actually that much commitment from the Pope and Hapsburgs. Sadly, they did spend 9 CP, and I lost two spaces.

For the most part, the first couple of turns had a lot of motion, without a lot of result. Dave (Haps) played Cloth Prices Fluctuate something like three times in four turns, much to the delight of him and Mark. Zjonni got Barbary Pirates on the first turn, and managed Julia Gonzaga on the second turn. In fact, the Ottoman navy (and corsairs) were a big concern for everyone else. Dave got alliances with the Pope and England on turn 3 so that he could borrow ships from them to prosecute a war with the Ottomans. This ended up with a gigantic naval clash (roughly 20 dice per side) in the port of Algiers. Dave rolled very well, and traded a naval squadron for about three naval squadrons and a corsair. After that, he went in for a second round and knocked out the rest of the Turkish fleet for no losses.

Sadly for Dave, after all the effort to get everything there, and do the combat, he didn’t really have the ability to do much else on the board. He was very active in the New World every turn, and generally got very good rolls every time. (His first explorer was Magellan, who found the Pacific Straight, and just missed a successful circumnavigation, being speared by natives.)

Meanwhile, Zjonni had been active on land. He took Belgrade and Buda by easy stages, and then appeared in Vienna at the start of turn 4 with 18 troops. Vienna quickly fell, and he split off a force to take Prauge as well. Of course part of the reason he had such a large army was that he had successfully put down an Egyptian Revolt (his second) and a Persian Revolt the turn before.After that, he found he didn’t have a lot of good options. The Holy Roman Empire (/Protestant home area, though Schmalkaldic League had not yet been played) was a lot of trouble for no return, and Italy was out of reach without a navy (which was being rebuilt). Dave meanwhile had taken Algiers, and was trying to figure out a next move.

During all of this, I was mostly publishing treatises and fending of Papal debaters (I generally lost the debates by one or two points). By turn 3-4, the Pope was getting more involved in the situation in Italy, which allowed me to breathe a little easier, and I started flipping more Debaters for their special powers. I completed the German translation of the New Testament on turn 3, and the English translation on turn 4, as well as the full German translation at the very end of turn 4. I had converted a fair amount of Germany, including all but one of the Electorates, and had converted Scotland (but have been stalled at just Norwich in England proper—quite a switch!).

The various European powers complained of not being able to get anywhere in various wars thanks to fears of uncovering vital areas in any attempt at an offensive. However, England did manage to wipe out Scotland on turn 4 when he declared war and France did not have a 2CP card to give up (and presumably did not want to blow a bigger card on the Alliance).

We were able to have a very extended session, thanks to Jason not having his normal ‘must catch the bus’ time, which allowed us to get through the end of turn 4. Considering that just turn 1 took nearly two hours we were making some very good time by the end of the session. I think we could easily hit the same spot in a more normal session if we can do it before we all forget the rules again. I’m figuring next time we’ll probably play the 1532 scenario next time, and have a decent chance of finishing it. (Getting from turn 4 through turn 9 is probably a bit much, but the odds of a victory before then should be good.)

As it was, the scoring at the time we broke up had the Zjonni’s Ottomans in the lead at 19 VP. Dave (Hapsburg) was right behind at 18 (powered by a lot of New World points), France (Patch) had 16, the Pope (Jason) at 15, England (Mark) at 11, and my Protestants at 7 (and the bulk of those had come in on turn 4; the religious fight was just getting going).

└ Tags: gaming, Here I Stand
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R vs B Coalition Turn 6 in Review

by Rindis on November 20, 2011 at 12:00 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

It is now Y171, which means the Lyrans finally get to start building carriers. I had forgotten that their limit is two per year, not one per turn, so I was a bit disconcerted when Belirac promptly built a CVL, and converted a second. At the same time, the Lyrans built a new PDU (stored) to replace the one I destroyed, and have started converting two MBs to BATS.

Klingon activity was more surprising. They canceled an entire F5 squadron as well as their 3 E4s, and substituted a TG-B for a D7. All of this helped them afford a D7V and FV group, as well as upgrading a MB to BATS, and using the upgrade method to get a second PDU on 1202.

I was expecting another turn of watching the Coalition pushing on my defenses, while I watch the Kzinti cripple pile mount ever higher. Well, I was in for a surprise.

This turned out to be the turn of repositioning and rest. Belirahc avoided precipitating any major battles in Kzinti space, since I had two good reserves there. In Hydran space, he drove to cut off the Old Colonies from the Capital, and I couldn’t stop it because I couldn’t keep a good line of ships all the way there with only one reserve. If I had thought to split it into a pair of small reserves, I could have done it. Lesson for next time: Always try to use all your reserve markers, even if everything fits into one; you may want the added flexibility.

It was gratifying to watch several large stacks of Coalition cripples retreating out of my space. It can be easy to forget just how much damage you’re doing when you’re trying to figure out how to make good your own damage.


Kzinti front.


Hydran front.

Combats:
0319: Hydran: dest CR
0119: Klingon: dest 2xE4
1702: Klingon: dest F5L

A lot of the new builds went to Hydran space, so I assume that’s where most of his attention will be next turn. In the mean time, I’m going to have to see what I can do about his current round of base building.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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