Wednesday 27 September 2017

Last 2 Weeks

I've been back to Lancaster Wargames Club again these last two weeks and played a couple of new rule sets (Exciting!!).
Overview of board
Last week I joined in a 6 player game of Dracula's America. Set in the post American Civil War USA,the basic rules are basically Wild West (we didn't play any undead etc). I'm not sure but it did not seem massively deadly and almost impossible to actually get an outright kill. However I think this may have been due to a misunderstanding with regards save rolls. (We were saving with fails being per hit rather than the amount below the save value).
Left Flank - Nutter running across the street - survived and ran back.
With a lot of these games (this one included) there is an error in the set up of terrain - no one wants to cross the "valley of death" (or street as in this example). So it almost just becomes dice wars.
Having said that the card mechanic by which you drew 4 cards for a turn then bid with your cards for where you were to go in the turn had a good blend of luck and game theory.

This week myself and AE played our first game of Rommel. (Unfortunately I forgot my camera so no pictures). So we felt we could judge the rules correctly we played a scenario which was half based off the Breakthrough mission and a Spearkrieg game we played a few year ago over the Battle of Prokhorovka. Scaled down we played 1st SS Panzer Grenadiers against 52nd Guards Rifle Division.

The game worked well with the Germans having to peel a way through the defensive lines (reinforced by the "Workers to the Front" event. Maybe I wasn't sufficiently aggressive early doors (new game syndrome) and it took a while to get through. Eventually a whole appeared and I was able to widen it out. By turn 15 the aggressive use of Recce, Armour and Armoured Infantry allowed me to take an objective where we called it.

Things we learned:
  • Tactics and defences really help to reduce casualties; in reverse the fact that my entire force was motorised meant I could evade to reduce hits against myself. As ops dice disappear and attacks are going in by brute force, combat becomes more deadly.
  • If you can lure an attack onto yourself and pinning attack has already been used and surprise attack isn't in effect then withdraw is a really good way to make your opponent burn and waste ops dice.
  • Recce units with their free scout turns are really useful (even with a 50% success rate). I had a full battalion of recce as the Germans formed their Recce units as fighting battalions which really helped.
  • Always plan for the worst. I attacked a single infantry company with one remaining hit in the open with 3 stands. Missed and I hadn't left enough space to retreat. Up until this point these were my only units destroyed.
  • Attacking across the narrow part of the table is grim.
  • All in all the rules are simple whilst giving a seemingly historical result. Could be really interesting to battle the whole campaign although we discussed it and think we'll go for an ops sheet per division. The ebb and flow of resetting etc could be absorbing as the various attacking divisions have to pause at different times.
As a side piece I also based Schy'yrk. I'm going to do the rest of Gronne Flamme like this to complete my raiding party for Frostgrave.
Schy'yrk

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