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Battle of Chios

by Rindis on June 24, 2022 at 12:00 pm
Posted In: Boardgaming

Back in April, Mark and I decided to return to the Flying Colors series, and ended up at the “Battle of Chios” from Blue Cross, White Ensign. We had some troubles as we started going, as there are some charts oddities that took a while to sort out. The latest versions actually do fix it all, but we only have those because of the deluxe version of Flying Colors. For some reason, GMT has not put the latest and greatest main rules and charts up on the their site.

The scenario itself is hard to find much out about. The Battle of Chesma seems to be the… “siege” of that bay after this battle when the Ottomans withdrew into there, leaving no easy references to this action 1-2 weeks earlier. At any rate the scenario is interesting, with a Turkish fleet at anchor and near shallow water (the shoals near them automatically cause ships to run aground, while the shoals on the other map are ignored). The Russians have the higher audacity rating (2), and in this period are using the “edinerog”, which was a cannon designed for using incendiary shells. This means any damage result can cause fires, but there is a chance of setting your own ship on fire with a poor roll. Overall, there’s more Turkish ships, but they’re all low 3rd and 4th rates, while the Russians have two 1st raters with the rest being 4th.

Mark had the Ottomans, and won the initial initiative, after declaring his entire fleet as one big formation, rotating everyone at anchor (we used the optional rules around anchoring, including only being able to rotate 180° while anchored, and the “turn in succession” rule). I had split into two formations, the lead three ships, and then the rest. Spiridov’s leading formation simply went forward, running with the wind, and headed for the end of the Ottoman line. The larger formation turned towards the Ottomans (just starting at the end of movement) to close the range.

The same arrangements continued into turn 2, with the Turks now having turned 120° towards the oncoming Russians. Evropa got to range 9, and did a hull hit to Seyf-I Bahri. Mark completed his 180 turn at the start of turn 3 (making Seyf the front of the line, instead of the rear), and Evropa and Seyf traded a hull and rigging hit, with Evstafii Plakida missing completely with it’s broadside (this is still all range 9), while Orlov’s main group was still in the middle of its turn.

For turn 4, I split off the rear two ships into a third group (which basically ended the ‘turn in succession’ order), and Mark split his fleet into three formations. For the first time, I won the initiative (on a tied roll), and Spiridov’s formation continued firing at the Seyf and turned in, getting an R and H on it, while taking 2R on Evstafii and Trekh Sviatitelei suffered an accident with its edinerogs to take a hull hit. Cafer Bey’s (now) forward section slipped anchor and started turning towards the shore to bring broadsides to bear, with Tilsim-I Bahri firing for no effect (the rest were still out of range). Elphinstone’s rear ships ran with the wind to pass behind the former center of my line, and head towards Spiridov and Evstafii. The other two Turkish formations got underway, while Orlov continued in, and started turning to fire broadsides into the middle of the mass of Turks. Ianaurii took 2R 1H while doing 2R to Peleng-I Bahri.

I won the initiative on turn 5, with Orlov going first to engage the Turkish line, Rostislav suffering another mishap with the edinerogs, but Trekh rolled well, helping put Cafer Bey’s flagship, Ziver-I Bahri, to 6 rigging damage, and -2 movement. Cafer’s command did 1H1R to Evropa while approaching the shore. Two of Spiridov’s ships turned to the opposite course of Mark’s line and did 4H to Seyf and set it on fire. (This had been the rough plan from the start, to get to the end of the line, and then start cruising down it, firing both broadsides. I never got a chance at that part.) Hassan’s large command cruised forward, doing 6R1H to Ianaurii (one shot got down to range 1!), while Peleng took defensive fire for 1H and caught on fire. Elphinstone turned to follow Orlov and try to close the range faster, while Ali Bey turned to come right at them. Seyf took another 1R1H from the fire, while Peleng‘s magazine caught, causing the ship to explode while still in good shape.

On turn 6, the wind shifted two points clockwise, which put half my ships in irons (including Elphinstone’s ships), and the rest reaching, while the Ottoman fleet was scattered between every status other than in irons. Commands stayed largely the same, though we had some trouble during the turn with finding the exact rules for ships that were reduced to 0 MP by rigging damage, so things went a little strange there for a bit. Ianaurii and Mukadd Serif traded broadsides for 4H and 2R damage respectively. Trekh had another mishap to take a self-inflicted hull, but Ziver caught on fire from the shot. Evropa and Trekh took rigging damage during Cafer Bey’s activation, and Spiridov managed to get Trekh out of irons, and a couple broadsides caught Ukaab-I Bahri on fire. Ali Bey’s “rear” section was now running with the wind, and did some more damage to Ianaurii, while Rostislav suffered firing mishap. Elphinstone got his two ships out of irons and Hassan largely just moved to better positions, but another close-range broadside flipped Ianaurii to damaged. Seyf‘s fire went out (after one more rigging hit), Ukaab took a rigging hit, but the Ziver-I Bahri, also exploded, taking Cafer Bey with it.

We left a session there for the week, and then I remembered we needed to do the break check, so the next session was very short as the Turkish fleet broke and fled, ending the scenario.

Afterword

Once I got used to the edinerogs, they were interesting; trading a DRM for a possibility of damaging yourself. I had a fair amount of bad luck during the scenario, as you can see from all the mishaps with them. But as things went on, the odds started evening things out, with multiple ships catching on fire, though I never managed the multiple fires on one ship which is a special feature of the edinerog.

Mark’s dice were better, but when they failed him, did so in spectacular fashion, with two ships exploding from the fires.

Mark got three VPs for the audacity difference and damaging one ship, while I got 14.5 for the two destroyed ships and Cafer Bey’s death. A fairly convincing victory, and purely because of the edinerog.

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Alliance Rising

by Rindis on June 20, 2022 at 12:00 pm
Posted In: Books

C. J. Cherryh’s writing can get annoying with pages and pages of internal… well, monologue is not quite the right term, but it’s close. Major character’s thoughts are examined in detail as they go around on subjects weighing every angle. In general, very few people ever consciously think like this; it’s more an attempt to distill the conscious and unconscious factors that make a person act they way they do. It’s effective in its own way, but can be drawn out and heavy handed.

I had hoped that Fancher’s influence might tone this and a couple other elements down, but no. In fact, instead of this process being applied to one or two characters, we’re up to… three? four? here. And this means this is a more complex novel than most of Cherryh’s (and I’m not sure she’s ever written a simple one). Nonetheless, it was well worth the trip.

Downbelow Station, and a few other places, give the general outline of humanity’s expansion into the stars, first by slow-boat, and then FTL. Over time, Cherryh has been slowly exploring more of the backstory, and this book is set earlier than all the others. There’s a three-way tug of war of influence and trade, with Earth trapped behind the tyranny of distance: FTL drives won’t reach all the way from Sol to the nearest station established in STL era. Someday, Earth, with the resources of billions of people, will be set loose on the network of stations out there, but not yet….

In fact, closest stations to Earth are now something of a blind alley trade-wise. Only barely relevant, with the bigger stations further out there happy with that situation. But of course, it can’t last. Everyone knows it won’t last. No one knows when it will change.

The novel doesn’t end where I would have thought, but is well structured throughout. Better yet, as things get going from a slow-burn beginning, the story picks up a more human, personal side that I think much of Cherryh’s work lacks. This is a good intro to her long-standing Union-Alliance series, and easily one of the best of the set.

└ Tags: books, reading, review, science fiction
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Triumph of the Conversion

by Rindis on June 16, 2022 at 12:00 pm
Posted In: Boardgaming

A while back, Mark and I went back to Necromancer to try the conversion scenario. Some options don’t play very well with it (the miasma needs to be and stay in the middle), but we used the miasma demon, and each took two picks of optional units. Mark had the ‘conversion’ side, with 400 CP (and three conversion attempts a turn) and a 20-unit army, and gave his necromancer a magic bow and ring of flight. I had the side with the large, 80-unit, army and took a dragon as my two picks. Technically, Mark had plenty of CP to scare it off, but that would mean less for actually converting units, and in the meantime, it wasn’t hampered by me being at the top of the conversion chart (my zombies are worth 3 at the start; that’s what I’m used to seeing wraiths at).

My first turn was spent starting to close with Mark, and… doing so illegally, as I had forgotten that wraiths use all their movement to climb across a cliff hexside. Mark shifted forward slightly and converted two stacks of skeletons on the lower edge who then wiped out two stacks of zombies by forcing them to retreat when there was nowhere to go (even with displacement, they could only go onto slopes). The second turn was more of the same with Mark converting two central stacks of wraiths, and a set of zombies adjacent to the dragon. The former knocked out another stack of wraiths, while the zombies tried the dragon (and the two zombies it was escorting), but only got an AR on a 1:1.

I got wraiths into the miasma for my turn 3, though an opportunity attack got two of them. I had a couple attacks that did nothing, and one stack of searching wraiths got converted. Mark converted two more stacks of wraiths, including some of my only units left in the bottom, while combat knocked me out of the center, and forced the dragon and one remaining zombie to retreat into a pocket. And one of his searching stacks converted to me.

At this point our forces were nearly equal (I had an advantage in zombies), but Mark had barely touched his CP pool. I lost the dragon and zombie to an opportunity attack as they had nowhere to go on a DR, and I’d been trying to get them out of the trap. I wiped out two stacks of wraiths, and Mark started coming down off the mesa he started on. I got one wraith in an opportunity attack, but Mark converted two stacks of zombies (which gave him the heavy unit advantage, but dropped him to a ‘mere’ 148 CPs) and a stack of wraiths, while combat took out another stack of wraiths.

The fight continued in the center, with me taking out one wraith in a DR-1, and I finally searched a hex with nothing there, but lost two stacks of wraiths to Mark. He moved his new zombies back towards my main (necromancer-protected) force, and converted a stack with one of each type, who lost the wraith and retreated in combat, while he eliminated another four wraiths. Miasma conversion gave me two stacks of wraiths back, after March successfully searched another empty hex.

Other than those two stacks, and one last set of wraiths who’d been slowly working up on Mark’s rear, I was out of anything not adjacent to the necromancer, who was slowly working his way forward to the center area. I managed to eliminate a stack of wraiths and two zombies (DR-2), while Mark started putting together a real strike force near the top, and the bottom forces came up overlooking my small army. Mark converted one of the center wraith stacks, and then eliminated the other and a stack of zombies. He searched two more hexes, turning up nothing.

I pressed ahead, and an opportunity attack knocked out a stack of skeletons. In turn, I took out a stack of zombies with a boulder attack, and forced some skeletons back. Mark moved in, and I got a DR-1 to drive back some skeletons before Mark converted the only units I had away from the necromancer (and he still had 53 CPs). A boulder attack forced a skeleton out of the necromancer’s hex, and then a DR-1 against a zombie stack put the survivors into the skeleton’s hex, but another stack of wraiths in the miasma converted.


Final stand…

My turn didn’t do much, and Mark had three failed 1x conversion attempts against the wraiths, and then lost some of his wraiths in a 1-3 soak-off against my zombies on the center rise without a valid retreat. A similar attack was an AE against my zombie/skeleton stack, and my necromancer (+2xS) survived a 1:1 with a NE.

I reinforced my engaged necromancer with a zombie, and positioned my stack on the rise to boulder attack on the skeletons with Mark’s necromancer and the forward zombies. I did nothing to the skeletons, but killed a zombie and forced the others back. The necromancer could then attack downslope to make the defenders retreat. Mark came back in, and got a 2:1 vs the necromancer who was forced to retreat with nowhere to go…

Afterword

This was a disaster for me right from the start. Mark reduced my army to nearly nothing with a combination of conversions and retreats in congested terrain, often with enemy units in the way to boot. Things got better towards the end when the usual tough end-game took over, and Mark had to find ways to concentrate on the necromancer; but there wasn’t much left to give him cover, so even that wasn’t so bad.

Miasma conversion continued being much higher for both of us than the 1-6 it should be. Four of the seven hexes got searched, but no jewels ever turned up. Neither did the miasma demon, of course.

I’m not sure how the non-conversion player should go about this scenario. One thought is to spread the army out as much as possible (a blob covering half the map…) so that only one or two undead can be converted at a time. Losses should still be high, but it buys time, and the landing in the lower part of the conversion table might be a bit softer.

└ Tags: gaming, Necromancer
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Last Stand at Tara

by Rindis on June 12, 2022 at 12:00 pm
Posted In: Boardgaming

Jason came over last Sunday for a FtF game, where he finally got to try out the GCACW series. I decided to try the final scenario in Atlanta Is Ours, “Last Stand at Tara”, as it’s three days, and features a moderate number of units. After being used to All Green Alike, it was an adjustment to see almost entirely divisions running about instead of brigades and regiments. As set up, the action is a little more confined than I might have hoped for, but it is a fairly good situation.

Jason decided to take the Confederates, as they have a smaller force, which led him to have the first initiative. He contemplated an attack on the Union forces right outside Jonesboro, but I pointed out that the odds were… nearly even, if everything goes right with the chancy process of an an assault, and with more Union units strung out behind, it could (pardon the expression) go south pretty fast.

However, that put Jason into a fairly passive strategy of entrenching nearly everything he could, though after moving Ferguson to cover Rough and Ready station, with Hood’s corps covering Quick Station. This was also a new experience for me, since I haven’t played any other 1864 scenarios, where entrenching is available as an action (what is the general consensus on the optional 1863 rule?). My first maneuvers were against the northern end of the string of rail stations that the Union is trying to destroy.

The 4th Corps went to Quick Station and the lone division of Hood Corps back out, though the fight pretty well ended them for the day. The 22nd took the end of the line, destroying East Point and Rough and Ready. The 14th moved between the two Confederate corps, but didn’t get to the point of a real fight, while the 16th headed across Harris Bridge on it’s way to the southernmost stations (this was a mistake; I’m not used to station burning either, and figured you could destroy a damaged station—i.e., spend an extra activation on it—instead of needing 5+ manpower in a single unit to destroy one).

The second day saw the 16th Corps arrive at Lovejoy’s Station (which at least was worth plenty of VPs even without destroying it), and real fighting developed between Hood’s Corps and the 4th, and 14th that saw me push him out of the area, but wear everyone out. Meanwhile, Jason counterattacked out of Jonesboro to push the 16th Corps back across the Flint. As I recall, he had two failed assaults (6), and then one that only got one division, but he rolled very well in the actual combat.

Things were getting late as we did the third and final day, so it was a bit abbreviated. Jason tried to push the 17th Corps out of Lovejoy’s, but used up much of his time marching there, losing stragglers on the way. He made a try anyway, but didn’t roll nearly as well as he needed to after that. I declined (again) to attack Jonesboro, with a bunch of well-fortified Confederates coming up to 75(!) combat value in forts, though it had been considered a couple of times during the last couple days.

Afterword

So, I did destroy four stations, and the three Confederate divisions in Jonesboro had no LOC south with all the Union units putting ZOCs around it. That plus Lovejoy’s station, 6 Confederate manpower losses and 8 Union manpower losses added up to 38 VPs, which put me in “substantive” victory territory.

I’d say the Confederates are going to have to get inventive and maneuver more, but perhaps staying in Jonesboro until a strong division can entrench to try to hold it alone is not a bad idea. Just where they maneuver to is still a big question, as there’s lots of Federal troops out there. However, trying to catch up to one of the smaller corps (16th, 17th, or 22nd) and declaring ‘Hood’s Attack‘ could get places. It’s certainly not going to be easy, though holding one of the primary locations and having most of the units intact with LOC to the south can probably hold the Union to a marginal victory.

At any rate, Jason is definitely impressed with how the system depicts the ACW at the operational maneuver level with some fairly unusual mechanics. I’m thinking that the Stonewall in the Valley scenarios are probably a better introduction to the system with their lower density.

└ Tags: Atlanta is Ours, gaming, GCACW
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3 Heavy Counterattack

by Rindis on June 8, 2022 at 12:00 pm
Posted In: Boardgaming

Back at the end of February, Mark and I returned to Operation Dauntless, with the third scenario, depicting the fighting on June 18, 1944. The rules mention this is a tough scenario for the Germans, and they need to know what their doing, and indeed the scenario defeated the both of us.

We reprised our normal roles with Mark as the Germans, who set up in Fontenay, while I did what I could with a British setup that allows them a dug-in battalion at the main goal, the Parc de Boislonde, but another is inactive some distance away, and all the armor is in positions that don’t have a lot of LOS. They can set up in 1205/1206 hill near Point 102, and four set up in 1205, where they can see the area north of the Parc, while one squadron was in 1206 along with the battalion AT, carriers, and a MG section to dominate the area south and east of the Parc. The two hexes of the Parc itself each held two companies and a MG section to make them tough to assault, but not disastrous to lose.

The scenario starts with the German half of the 13:00 turn, and Mark started with a few ranged attacks, and the bulk of the off-board artillery trying, and failing, to suppress the occupants of the Parc before moving to assault. His first attempt on 1008 ran into a DDDD tactical advantage draw (it was -4 for a max defensive draw) to kill a platoon of Pz IVs, and then lost an infantry platoon on a 1:3 attack.

That ended assault attempts, but he moved a stack around the north side for a later encircling attack, but lost Pz IVs and halftracks to ARC attacks from the hilltop. He then put more troops into 0909, and moved another stack into 1009, which stopped from friction fire. Mark sent more Pz IVs to 0908, losing some to a Firefly, but his 75mm AT position to the south managed to pick it off with Return Fire. Another group parked in 1109, while another stack got halted in 1209.

Everything hit 1008 in the combat phase for a four-hex encircling attack that drew lots of support. None of the German support came close to doing any good, while British support caused eight suppression, and knocked out four platoons (it would have been more, but one good attack hit a hex that had already lost all the infantry), while holding back the two medium battery (5.5″) assets for later. The final odds were 27:14 for a 3:2 attack (with 6 left and 6 right shifts), and a poor roll gave a 2/0 result to kill another platoon and reduce a company.


That was a disastrous beginning for the Germans, and Mark was obviously quite frustrated with the entire process. So, I volunteered to swap sides, as I had some ideas on how to handle the Germans. I put the three long-range (orange-dot) halftrack units in 0710 so they could try to suppress 1006 at the start, and put much of the 15/26 recon company in 1308, where it could get into cover and try to interfere with movement in and out of the Parc.

Sadly, the initial ranged attack on 1006 didn’t work (7 DR + 6 = 13 NE by one…), and friction fire did work on the first group to move out, halting them in 0909. I then got a suppress on 1008 with the 3/Art12’s 105s, but after a second stack got halted by friction fire, it was a waste as I didn’t bother with a single assault against the hex (or, I just calculated the odds again).

I attacked 1008 from three hexes in the combat phase, with all available support being thrown in on both sides, netting me all of two suppressions against thirteen suppressions from the British and four dead platoons and a dead company (only leaving me three engineer platoons and two MG sections for infantry). The final odds were 24:14 for a 1:2 attack after taking 3R and 6L shifts, and I rolled very well for 1/2 result, flipping two British companies while… we seem to have skipped my loss.

While more than bad enough, my position was slightly better than Mark’s had been, if only because of the good combat roll (and a lack of armor losses), and we continued. Mark activated the 7th DWR with his reinforcement points, and started shoring up the defense. Fireflies took up positions in 0906, giving good LOS out there, and he reshuffled the defenders in the Parc. The bulk of the 7th DWR moved to surround my group in 1207, though he lost an AA tank step as it moved onto Point 102. An Achilles moved into 1606 (out of my effective range), and three Sherman squadrons moved to 1507.

Mark did an encircling attack on 1207 for the combat phase. He only had limited support and caused one suppression; I had more and did four suppressions, but lost a Pz IV step in the process, and the combat was still 50:8 for a final 5:1 which did 0/4 on a good roll, which I took as a loss to my MG section and three retreats, though I lost another platoon to friction fire in the retreat. He also took several shots at halftracks, but the only result was to lose a Firefly from ARC.

I made a couple attempts to suppress 1008 in the action phase again, but now that British armor was in place, I merely lost a step of the better support halftracks. I used the engineers to dig in, and moved up some replacement infantry, and got a platoon into 0908 for an encircling attack. That, of course, drew all our support again (I did hold two off-map artillery in reserve) to do two suppression while losing another halftrack step, while Mark rolled relatively poorly for a “mere” six suppressions, and the only casualties being the platoon that moved to 0908 (and ending the encircling attack). Factors were 28:14 for a 2:3 attack 6L and 2R shifts for a 1/0 to destroy yet another infantry platoon.

Mark tightened up the defense for his turn, advancing the Shermans on the east flank a little, picking off a Pz IV with an Achilles squadron, sending some Shermans west to 0606 and sending a new company in to bolster 1108. In the combat phase, he picked off two units of halftracks and a Pz IV platoon with anti-tank fire, while taking losses in two Sherman squadrons, and ranged fire eliminated another platoon.

I moved up for another attempt on the 1600 turn, losing another Pz IV step to ARC in the process, and the combat drawing lots of support again. This time I generated three suppressions, but lost two support halftrack units to return fire, and then took ten suppression and lost two engineer and one infantry platoon for a 15:20 combat that went down to 1:4 and generated a 2/0, to take out a MG section and engineer to empty 0909.

Afterword

With two more turns in the scenario, I threw in the towel at this point. The main goal is to get into the Parc, where the Germans can get 2 VPs a turn for each hex, and a one-time award of 5 VP just for getting in. No matter how things go the Germans will take losses going in, and this would, presumably, counter that. There’s also an auto-victory for eliminating three companies from the same British battalion, but all I ever did was make two of them take step losses.

I figure the German’s best chance is on the first turn, before the British armor gets a chance to redeploy to more intelligent locations, and shoot up the German armor. And, everything was downhill from that attempt as I beat my head bloody trying to crack the wall. With all the British support available (largely off-board artillery), and the difference between open ground and being dug-in in woods, the best I ever managed was when Mark had a really cold turn, and merely rolled three more suppression than I did, which is still the maximum three column shift you can have from that anyway.

Final totals were 21 VPs for me (2×2 leg infantry steps)+(9×2 armor steps)+(1×1 transport loss) to 49 VPs for Mark (1×3 two-step leg unit)+(14×1 leg steps)+(16×2 armor steps), where the Germans need to score 15 VP more than the British to win.

Beyond that… this scenario has defeated us. I gave it my best shot as the Germans, and didn’t so much come up short, as failed to get anything done at all. I gave up on assaulting because the odds are too horrible. About the only way to make up for the field-to-close shifts is armor, and tactical advantage makes that a great way to lose your armor and firepower.

The move into 1207 was interesting, but a decided mistake as Mark showed it was easy to just pound the hex from all sides and throw them out with heavy casualties. If done with a good combat into 1108, that’s another thing, but given equal defenses in both halves of the Parc, 1108 is much harder to get at, meaning that 1008 really needs to go first.

Mark’s attempt to get around to the north bears another look, as encircling combat would do much to make things much harder on the British. But, I was trying to keep the number of units that could fire on me down, and I showed how even the opening set up allows for AT- and supporting fire from units that are otherwise blind, so going in 0908 a great way to lose armor (an infantry-only move might work better… until the supporting fire comes down).

└ Tags: gaming, Operation Dauntless
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