Showing posts with label AAR. Show all posts
Showing posts with label AAR. Show all posts

Wednesday, April 1, 2026

Bits and Gits - Space Gits AAR

Recently I was delighted to hear that a local club was going to be running a Space Gits event, where you could show up, build a few gits, and play. As it's part of my 6x6 challenge and I had some gits painted, I showed up to get a few games in. 


Both games were simple affairs using the quickstart rules - three orcs each, either with blasters and headbutts or pistols and hand weapons. 

The goal was to collect as many bottle caps as possible either in 30 minutes or when everyone was knocked out. 


The biggest draw of the game is its dexterity-based gameplay. Players move and shoot in the direction that the dice roll, representing drunken orcs stumbling around and firing wildly. Even damage is represented by dice towers that have to move with the orc they're attached to, and if the tower falls over, the orc drops to the ground, drunk and inchoate!


It's definitely not a serious game, and you have to be in the right mindset for it. There's going to be a lot of eyeballing whether a die is aligned with an orc you're shooting at, or if you've got to fudged a little movement. 


Hilariously, we had to move over to a side table in the second game, which meant a reordering of the table and a tarp that made moving way harder! Apparently our orcs chugged a few more beers during a smoke break...


I'm hoping to play more games soon! Since games should only last 30 minutes on average (and will likely end sooner), you could easily run a campaign in a single day. 

Wednesday, March 25, 2026

Big Day - Fire in the Sky AAR

This past weekend was Cold Barrage. While I wasn't able to make it to Saturday, I had decided to volunteer as a gamemaster on Friday, running Fire in the Sky.

Amazingly, three people decided to sign up! We had enough time to run through three scenarios from the rulebook with some slight modifications. 

First, I ran the players through a quick history of Operation Argument (or Big Week), then a quick walk through the rules. After answering some questions, we hopped into the first scenario: Rolling Thunder.


The Allied player started with three squadrons of P-47s, defending three squadrons of B-17 bombers. The Germans have two ME-109 squadrons (one of which has one-shot rockets attached) and one FW-190 squadron. 

The Germans appear randomly (both in time and deployment space) behind the B-17s, with one squadron starting on the table. 


The initial German attack was successfully, with the rocket-equipped Me 109s knocking out two B-17 sections before being wiped out in return.

Unfortunately, Lady Luck seemed to be against the Germans in this scenario. While they managed to shoot down a couple of B-17 sections, the Germans were eventually either shot down or had to retreat. The Americans claimed a solid victory. 


The second scenario, Zerstorer Ace, gave the Americans three P-51 squadrons, while the Germans would be attacking with two Me 109 squadrons and one Me 410 squadron. The Me 410 squadron leader was also an Ace, which meant his could reroll failed Firepower rolls and Saves and could modify his Special Ability die roll by plus or minus 1.

This was another uphill battle for the Germans, as their activation cards saw them go in piecemeal against the Americans and were picked off. The slower Me 410s were the last to go in, but their anti-bomber guns and rockets weren't enough to shoot down the amount of B-17s needed to even the score. 

Which meant another American victory!


I decided to change things up for the final game and skipped to the Dora Dora scenario. The Americans had two squadrons each of P-47s and P-38s (my favorite twin boom plane!). The Germans originally had three squadrons of Me 109s, but I swapped squadron out for two squadrons of FW 190s. 

For this scenario, the Germans could deploy their squadrons as they pleased. 


During this scenario, the Germans had better luck with activation cards. They also spent a good amount of time circling around the American formation in a large group, rather than approaching by separate squadrons. 


It was during this third game that the Germans solidified a potentially devastating tactic: get in close, wait for the Americans to approach, then use a Reaction to slip towards the B-17s and then attack. This led to one squadron of B-17s being wiped out!

However, the American players still had Lady Luck rooting for them, and while this was the closest game of the three, the Americans still scored more victory points by the time the last German squadron was cleared from the skies.  

Overall, the players said they had fun and one (a board game designer working on his own strategic-level game focused on the 8th Air Force!) commented on how the game had enough period-specific distinction to feel correct. I was also complimented on my work with the miniatures, which was very kind.  

I feel like I have a handle on teaching the rules. I have two immediate improvements that I know I have to make: 
  1. I need to make the German players more aware that they can use their Reaction to beeline towards the B-17s (they just can't attack them during the Reaction)
  2. Squadron Leaders are NOT needed to perform combat actions such as Side Bounces, Rear Bounces, or Focused Attacks. This stemmed from me extending the condition that Squadron Leaders are needed to fight head-on for zero action points, or are needed in order to attempt Reactions, to other complicated aerial maneuvers. 
I also need to redo the unit labels, as I messed up some of the plane designations. A friend also suggested adding Axis and Allied symbols to the labels for better recognition on the table. I did this in marker before the game, but proper symbols would be an improvement. 

That said, I believe I have a good enough handle on the rules that I plan on running more games this year, and can hopefully make this a successful 6x6 goal. 
 

Wednesday, February 4, 2026

Brought to Heel - Wrath of Achilles AAR

With much of the mid-Atlantic states locked down by snow and ice, the local gaming club had to cancel the planned game. I reached out to Rocky and asked if he wanted to play at his place. 


He agreed, and brought out a ruleset of his that I haven't had a chance to play yet: The Wrath of Achilles. Specifically designed to play out the Trojan War, it has plenty of chrome (interventions of the gods, prayers, very specific units for Homer's characters). The game doesn't use dice, instead relying on chit draws of various types of metal in increasing worth. And it's best suited for two players, which means Rocky doesn't get to bring it out very often in group settings. 


I decided to take command of the Trojans, with Rocky leading the Achaeans. This battle was set early in the war, with all the major personalities present. The hordes of Achaeans had plenty of units with big shields, while the less-numerous Trojans had more units with slings and bows incorporated. 

The game would end if either side lost eight units or their camp (for the Trojans, the gates of Troy). 


As the Trojans, I pushed hard to control the hills which would anchor my left flank. 

The Achaeans made their way across the Scamander River. I hoped that the Will of the Gods would go in my favor early in the game, as there was a chance that the Scamander would rise up against any units in the river, forcing them to take a morale test. Unfortunately, the Greeks managed to cross unopposed. 


Greek skirmishers approached the Trojan lines, hoping to cause some early hits and maybe through the defenders into disarray. The Trojans fought off these attacks, forcing the skirmishers to retreat or even flee.


The Trojans' return fire did cause some problems in the Achaeans' line, forcing Rocky to halt a turn and regroup. The Greek Nestor was felled by an arrow launched by Pandarus. 

With thundering voices and crashing spears, the Greeks launched their attack into the Trojan line. 


In the grinding melee, the Greeks' martial skills began to show. Sarpedon and his troops were forced back, sundering the Trojan line in two and resulting in the loss of a frontline unit. The Trojan right flank was further harried, being forced back. 

The biggest upset, however, was Achilles and his Myrmidons being chased off by Asius and the Thracians!


Agamemnon was all too happy to prove that he didn't need swift-footed Achilles. Asius was chased from the hill, forming another hole in the Trojan line. And cowardly Paris retreated from his position next to Hector. 


King Priam's view from the wall of Troy was rather dismal. Sarpedon and Hector were the only warriors holding back the bulk of the Achaeans. The Trojan right was in complete tatters, and Odysseus was pushing for the gates. The only place the Trojans held with any real certainty were the hills, but if Hector and Sarpedon began to fall back the defenders would be flanked. 


Further combat only saw more losses on the Trojan side, until they hit their army break point. And then failed their test! Thankfully none of the major Trojan characters had fallen, and the path to the city entrance was clear. The Trojans retreated, leaving the field in the hands of the Greeks. 

As it's Rocky's set of rules, I asked if he had any tactical advice that would have helped me in the course of the game. He noted that the core of the Trojan line should be Hector flanked by Paris and Pandarus, who all have ranged attacks. Hector's inspirational aura would help keep Paris and Pandarus' smaller units in the fight, flanked by other large combat units. He also noted that I could have sent the two Trojans units who could form shieldwall into the hills, which would have locked them down and kept that flank safe, without losing the initiative of the agile units. 

Alternatively, I could have put most of my strength on the open right side of the battlefield and pressed hard for the Greek camp, which would have ended the game. A riskier choice, but maybe something to try for next time. 

Wednesday, January 7, 2026

1066 and All That - Song of Battle AAR

My first game of the new year was one of Rocky's offerings, "Song of Battle", which is meant for larger battles in the Dark Ages.


The scenario for the game was a "What if" Battle of Ouse Bridge in 1066 between Harold Godwinson and Harald Hardrada/Sigurdson. Historically, the Battle of Stamford Bridge was decided when the Anglo-Saxons surprised the invading Norwegians, who rushed to battle without their armor. In Rocky's version, the Norse were aware of the Saxon approach and had time to gear up.

Both armies sought to break the other side through unit losses; additionally, the town and road exits would contribute to losses if held by enemy units.

The Anglo-Saxons were commanded by Harold and his brothers Leofwine and Gyrth, with an army consisting of huscarls, dismounted mounted fyrd, and regular fyrd. The Norwegians were commanded by Sigurdson, Harold's traitorous brother Tostig, and the Norwegian noble Eystein Orre, and commanded an army of huskarls, bondi, and mercenaries from Scotland and Flanders.


As the town was fairly open and didn't impede combat, Harold took his command up the center, facing off against Orre's smaller force. 

Sigurdson's larger force held the Norwegian left flank, protecting the army's road exit from Leofwine's command. 

On the Saxon left, Gyrth's fyrd faced off against Orre's bondi and mercenaries who held the riverbank.


Harold's glorious charge into combat was hampered somewhat by his huscarls panicked by some arrows fire by the bondi. 


He was joined by another unit of huscarls who suffered the same lack of nerve!


Harold's other warriors had a better time of it, forcing back their opponents. 


The Norwegians did attempt a rear charge into the retreating huscarls, but my dice luck swung the other way and they managed to hold. That allowed Harold to rally one unit of huscarls to a better morale state, while the rest of the troops reformed. 


Sigurdson's troops crossed the water to engage with Leofwine's fyrd units. 


Orre's troops were holding against Harold's huscarls, but the grind was beginning to go the Anglo-Saxons' way.


Outside of the town, Sigurdson's warrior punched a hole through Leofwine's line, threatening to collapse the flank. 


Harold's troops were chased out of the town again! 


Having spent the entire battle shuffling forward, Gyrth's command finally made their way to the river, somewhat outflanked by Tostig's bondi. 


With his troops spent, Orre commanded them to go into shieldwall to block Harold's advance on the Norwegian's line of retreat. 


Leofwine's troops were still fighting, but his line was collapsing in the face of Sigurdson's warriors.

We had to call the game due to time, with an inconclusive result. Post game discussion was that it could have gone either way. Harold was likely to win in the center, but would have to then turn to face Sigurdson's troop. 

I did enjoy Rocky's rules, as they gave what could have basically been a shoving match some tactical flair. Units could decided when to go into shieldwall, trading offensive capabilities and movement for better protection and steadiness. Leaders could use limited resources to intervene at critical moments. 

I'm looking forward to trying this again; I suggested another "What if" of Harald Hardrada against William's invading Normans.

Wednesday, December 17, 2025

Eviction Notice - 'O' Group AAR

I recently paid a visit to my old South Jersey Gaming Association group in New Jersey, both to see how they're doing and to potentially run some games of Fire in the Sky. The hope was that I could convince the group to let me also run games at 2026's Wings & Things event at the Naval Air Station Wildwood Aviation Museum. 

Unfortunately, a number of illnesses meant that there weren't enough folks to make a third game worth it, so I decided to jump into Ted's O Group offering instead!


The scenario was a 1942 attack by the Germans in Russia. The Russians had 5 BUAs to defend; the Germans either needed to cause 3 FUBARs or control 3 of the 5 BUAs by the end of 14 turns. 


The Germans started their attack strong, forcing the Russians out of the farmstead on the right flank. 


A lucky shot from the Russian infantry gun knocked out an advancing Panzer II. Combat Patrols were placed to occupy terrain (and I think this was a mistake on our part, deploying infantry into the woods instead of the town. I forget why we didn't deploy a unit to the town directly with no enemy units within 8". Fog of war, I suppose!


The left flank was relatively quiet. 


The center saw most the action during the game, with both sides devoting infantry platoons to attacking the center town and nearby farmstead. 


The Russian infantry gun redeployed to assist with adding fire to the beleaguered infantry platoon that was caught in the open. 


Wanting to keep the Germans out of the center town, I moved a Russian infantry platoon in to occupy it. 


In what was my best move of the game, I managed to guess that the Germans would try to deploy their armor to the most open part of the battlefield, and prepared an ambushing anti-tank gun. When the panzer platoon moved into the open, the gun opened fire. Between some incredibly hot dice rolling and being able to both react fire and fire in our phase, one tank section was knocked out and the other was damaged. 


The Germans attempted to deploy an infantry gun to the woods behind the village they occupied, but concentrated Russian fire and mortars managed to rout it. 


The remaining German tank section moved to support the attack on the center village. A German platoon, with a machine gun section attached, held down the flank and halted any Russian counterattacks. 


Both sides exchanged close ranged fire, hoping to cause casualties.


Seeking to put some pressure on the German right, I threw out a Combat Patrol deep on their side, hoping to deploy a platoon and flank the Germans with their attached machinegun. 


The Germans, after softening up their Russian targets, launched an assault into the center village and captured it! The Russian platoon holding the village retreated. 


As we approached the end of the game, the Germans seemed to hold the upper hand with three BUAs captured. 


However, capturing the village placed the Germans out in a salient. The Russians focused their firepower and, combined with a successful result, successfully recapturing the village. 

Down to the wire, the Germans attempted to once again take the BUA. Orders were spent, dice were rolled, and when the dust cleared the Russians had held the line. 

I appreciated getting the chance to play O Group with the SJGA group. As I often say, I need to play these rules more often, as I was wrong on several points (Dave Brown's QRS sheets are often extensive but not comprehensive). It was a shame I didn't get a chance to run Fire in the Sky, but there's always next year!

Wednesday, November 19, 2025

Battle of Albuera, 1811- General d'Armee AAR

My second game at Fall In was the Battle of Albuera, 1811, using General d'Armee 2 and run by Chip (with assistance from Ted).


The game focused in on a section of the overall battle. Four French infantry brigades started on the attack against just two Spanish infantry brigades. Over time, two British infantry brigades and a Spanish cavalry brigade would reinforce the Allied line, while the French would see a cavalry brigade added to the battle. 


The French advance was generally cohesive, with only one brigade falling behind from multiple Hesitant results.

The Allies had a tougher time dressing their lines. With the British coming on after the initial deployment, the plan was for the two Spanish brigades to fall back and drift apart, forming a space for the British battalions to fill. 


You can see the problem the Allies found themselves in. Hemmed in on both sides, the British had to squeeze into whatever gaps they could find. I unfortunately also made the mistake of masking my guns with my skirmishers and prevented them from firing. 

The Allied right was also being threatened by the French cavalry brigade. 


One of the Spanish brigades began to falter as the French columns charged forwards. 


On the other side of the battle, French battalions shifted to line as the flagging infantry brigade caught up. 


Unfortunately, one of the Spanish battalions in square was charged by French infantry and routed, leaving another battalion isolated. 


After seeing the Spanish battalion routed, the British formed square while a single Spanish battalion awaited a mass of French columns. 


On the Allied left flank, the pair of Irish battalions held firm as the French filtered around the small village (which acted as rough terrain instead of a proper Built Up Area. 

The Spanish cavalry sat in it's position, unwilling to advance but keeping a French brigade out of the action by doing so. 


After weathering multiple French charges, the British decided to launch their own assault, throwing back a few enemy battalions. 

Unfortunately, my poor artillery battery was doing poorly in the Spanish heat, and my dice rolling was causing more damage to the crews then enemy fire was. 


And to add on another calamity, I managed to fail two rolls to keep my other faltering British brigade from fleeing the battlefield. This opened a massive hole in the Allied lines. 


We decided to call it there as we were close to the time limit for the game and the Allies were in a bad position. Thus, a French victory!
 
I feel like I need to play more GdA2, as there are plenty of nuances that I just don't have done, especially with the changes from the previous version.

However, I'm always happy to get a chance to game with Chip and Ted!