FFGC 2017 Armada Regionals

The tournament has long past so catching up a bit here, but back in January Fantasy Flight Game Center in Roseville had their regional. I took my somewhat worn dual VSD list with Motti has my Admiral. One of the VSDs is built to be a gunboat and the other a carrier to push squadrons. Mix in 2 Gozanties to get to 4 activations and then 134 points of wave 5 squadron goodness.

Between adding in a shuttle to my normal build, Mereek and a couple of TIE defenders were a great Wave 5 add. So much, I took out Major Rhymer entirely.

Round 1

Here’s the setup against Dong Lee, I think we were playing targeting beacons on this one as I recall.  I decided early on to go right towards his Demolisher and then use the shuttle to pull the beacons along. I figured given that his Interdictor was slower, it’d be easier to keep it at range.

Demo had swung around the I’d landed a few hits on him so between my squadrons and my Gozantees I was able to take care of him and eek out the victory. (7-4

IIRC)

Round 2

For the second round I was paired up against Brent who was my partner for the Armada team tournament at Worlds earlier this year. Again, just like round 1, another Imperial player, tho in our cases, we were pretty much playing almost the exact fleets against each other. In all my years of playing Armada my very first mirror match.

We setup pretty much opposite so nothing like keeping the battle inside that 3×3 area. The differences in our fleet tho was instead of building up his VSDs Brent had keep his pretty clean and then added an Arq instead of a Gozanti.

We play Solar Corona which even across from each other like this was a pain because of the wide firing arcs. It wasn’t until later in the game where he was pointed into the sun and I was out.

His Arq started to race across and I was hoping I’d be able to focus fire it down quickly. That lack of a brace after all!

My die early on were kind of poor so his Arq lasted longer than it should have, meanwhile our squadron fight pretty much erupted in the middle of our two respective lines. It was mega bloody. Both of us have pretty good squadron games so it was really coming down to die rolls.

By turn 3 the Arq now gone, things started to go my way. While our hulls were 10s for all our VSDs, my VSDs had more features on them and that was starting to help matters as it was resulting in higher damage.

As the pivotal round. Time ended up getting called before we got to turn 6 and it’s very likely that Brent was have bagged one of my VSDs given when there damage counts where. So calling it there, I ended up winning with a 7-4 result.

At the end of 2 rounds, sitting with 14 points and 7th over all. oooooooo those special magic dice (that I wanted to win) where calling. I just needed to stay within the top 8.

Round 3

Last round of the day, I ended up playing against yet another Imperial player. In this case, he’s rocking few squadrons, a sort of anti squadron Gladiator with Ruthless Strategists, Demo on the other Glad and then a nicely built ISD.

I was player one and choose his Dangerous Territory. That lead to a pretty boring but somewhat predictable setup for the obstacles. I set my Gozantis so they could get 2 of the 3  since I didn’t anticipate they would be in the core of the action.

His Demo was on his ISD’s right flank. It was an interesting placement as that allowed me to keep it mostly out of the game and focus on the closer Gladiator and his squadrons first.

I worked the circle setting up my squadrons to do an alpha strike on his anti squadron Gladiator. In theory if that went well I could then push into his ISD. Tho going against a 14 Hull Motti I didn’t expect I’d get much accomplished.

I figured it’d be a close game, presuming I could keep both of my VSDs alive.

So the squadron battle was a little more brutal than I expected but I put quite a bit of damage into the anti squadron Gladiator and ended up blowing it up. Both of my Gozantis would be able to keep to the far edge and stay out of trouble while his Demolisher was largely out of the fight until about turn 4/5. I was able to move my squadrons from being in the squadron/squadron battle since I’d won that to now get them into position to protect my flank and most importantly put a hit or two into Demolisher.

As fate would have it, time would be called at turn 5. Both of us salivating at what would come in turn 6. I’d easily bag his Demolisher for another 100 points and he’d quite likely destroy one of my VSDs for about the same.

It ended up being a 6-5 victory for me, so all in all a very close highly dramatic game.

Ending up 8th over all, keep me right on my goal of being in the top 8 and picking up the sparkly dice!

W00t!

Meta-wise I was a little surprised at what all I didn’t see. I was really expecting to see more Peltas and uses of Sato. In addition the new rebel squadrons I was also thinking they would be all over and thick as flies. That just wasn’t the case. There was a lot of tried and true running out on the table. The Imperial/Rebel split was a nearly perfect 50/50.

In my case running a dual VSD list here in Wave 5?!!? How the heck are those things still viable? Well they are and I think that speaks volumes to the game design and the continued attention to detail with the various add ons and new admirals.

I very nearly picked up JJ as my Admiral with the theory of being able to maneuver better, it just never was that bad, cause I also very oddly never faced a single rebel player all day. Just a few MC30s on my flank and I’d probably have changed my mind!

 

 

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AAR: Battle on the Mississippi 2017.1

We held our first Battle on the Mississippi for 2017 on Feb 18th with a very special Battle of the Bulge Edition. We kept it to just those two books and went with 1700 points. Originally we had looked at 1515, but upped it thinking for late war and the likelihood people would want to get out some of the fun heavier armor, but still not go overboard on points.

Once again, it was at Deaf Ear Records in LaCrosse. Unlike all the times before the person that was supposed to open things up at 9am didn’t show so we ended up waiting around for a good 30 minutes or so before the door opened and thus that pushed back our schedule for the day.

Thanks to Chuck Hiner and Bill Wojahn for all their hard work. They put almost all of the winter tables, trees and all, it was a huge effort.

A huge thanks to Chloe for minding the TO table, tallying the scores from the rounds to the best Sportsman scores. While we started late, it was Chloe’s efforts that allowed us to make up time and get to the next rounds without delay.

For the prize table, once again, a huge thank you to BattleFront for kicking in some prizes as well as to a number of attendees for throwing in some prizes too.

I’d neglected to get a picture earlier on, so alas here’s Jim having a his choice of what to take home, which was after the major trophies and the big prizes had gone. There was lots of good stuff tho!

Here’s what was the Best Commander trophies looked like! Once again Chuck went all out and got some really nice ones.

Tables!

As always we tried our best to have themed terrain that goes with the tournament. Snow, snow and more snow on every table, which was quite a challenge.

This was meant to be Trois Pionts where Peiper took on some Engineers ….

This was Malmedy

This was Mairy-Mainville where the 90th Inf Div faced the 106th Pzr FHH.

This was Le Roche where again Peiper faced the 82nd Airborne.

This was St Vith, where the 12th Volksgrenadiers faced the 99th Inf Div.

This was Stoumont.

This was Bure Belgium

Last, Bastogne.

Action

We played 3 rounds. Swiss of course for the first matching Germans vs Allied as best can, and the next two determined by points. There were only 5 German players vs the 9 Allied so it was really hard not to pit Allied on Allied.

We played Free-for-all,  No Retreat and Breakthrough. The first round also was under the effects of a Snowstorm and Blizzard (if rolled by the players). Lots of fun if you’re counting on your tires to get around. (Not!)

Germans on average had a pretty hard day. Not a single Axis victory the first round and at the end of the day, 17 points to the highest Allied Commander while just 10 for the best Axis commander!

Brian during the second round, looks like he was defending on this one.

Rick’s airborne on the defense ….

Jim vs Chuck under way…

Keith vs Lee, from the second round of action.

Chris vs Nicholas

Results!

Congrats to all those that made it out for the tournament. Always great to get an afternoon of gaming in with great people. Special thanks to the Novaks, the Battle Badgers and all the folks that drove down from the Twin Cities.

Over winner, Chris Novak

  • Chris Novak (17) Allied – Overall Champion
  • Rick Gearhart (15) Allied – Best Allied
  • Keith Gilmour (14) Allied
  • Patrick Barkuloo (13) Allied
  • Tom Gall (10) Axis – Best Axis
  • Richard Novak (10) Axis / Nicholas Angelici (10) Allied
  • Jim Bodine (10) Allied
  • John Dudkiewicz (8) Allied / Brian McLaughlin (8) Axis – Best Painted Army
  • Lee Shaver (8) Allied
  • Chuck Hiner (6) Axis
  • Dave Ekstam (5) Axis
  • Bill Wojahn (4) Allied – Best Sportsman

We haven’t planned out our next Battle on the Mississippi, either period or v3/v4. We will however be at AdeptiCon, so if you haven’t already please join us for the Team Yankee on Friday or the Nationals Team Tournament on Saturday. Tanks on Sunday.

Till next time, may your forces find the way to the objective!

 

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Bane of War 2017

Chuck Hiner and I travelled all the way down to Austin Texas for Bane of War, our second time attending. It’s a pretty huge commitment in that for both of us, it’s ~1000 miles and to attend pretty much requires a flight, hotel and all travel expenses.

OTOH, it’s a 2 days, Flames of War filled event with some of the best players in the country if not the world. This year it was a late war, no special rules wrt to heros, but everyone received sporadic air support and you couldn’t upgrade it or replace. At 1615 points, Lots of choices to be made.

Located at the Texas Military History Museum on Camp Mabery , the place is just an awesome place to locate an event. Thankfully this time, all the tables for the 50 some participants were all on one side of the museum. Last year we were split on opposite ends so depending on how things were going you might find yourself floating back and forth. No so this year, which was a welcome change.

Tables

With 50 some people, you needs lots and lots of tables and Mark supplied plenty as well as many volunteered and brought their own terrain to contribute.

This table was the winner of ‘best table’…. lot and lots of buildings to content with!

Force

This time around I took a Hero Tank formation out of Desperate Measures. I thought about dropping down and fielding a hen and chicks mass of Soviet armor but I just wasn’t in the mood for it. Much less wanting to transport that much stuff!  I thought about fielding something German but Germans in late war especially with unconstrained books can be a real mixed bag I’ve found.

So a formation of T-34/85s with Riders, T-34/76s with Riders, SU-100s, AA with their trucks, pioneers with a supply wagon (that I barely got to use) and 120mm mortars.

Swag / Prizes

Lots of attendees, so lots and lots of goodies. Besides since this year it was a national event, (Thanks Dave for attending!!) so that amped things up just a bit more.

Day 1

For the first game of the day, played Pincer against a German Panzerspah company. Lots and lots of Pumas with their 9AT gun, you had to respect if it could get on your flank.

I decided the main part of my assault would be on the left flank and in reality with my tanks I could pretty much ignore the wire, it wouldn’t be too bad. I also needed to get my pioneers into the fray so they would hope through the houses on the left, into the woods and then would support the final attack to take the left objective. Or so was the plan.

My SU-100s just needed to hold my right flank for a little while and keep things somewhat interesting over there. They started the game off well and immediately took out a Puma platoon.

Meanwhile on the left flank things were going quasi ok, save that the German Nebs were able to rain down and pin my pioneers … fearless … come on fearless, repeat after me … fearless, hello you realize there on the sheet it says fearless, needless to say for a good portion of the game they weren’t moving due to being pinned and that kept me from advancing as aggressively as I should and could have.

The ME-262s .. well “generic air” was pretty kind on the German side of the lines, coming down often which for sporadic is the nature of the beast I guess.

So a last view before my 3-4 loss. With the trickle of reinforcements I wasn’t just finally able to get my pioneers up but enough armor had been whittled away that I just couldn’t kill enough pumas to dislodge and take the objective out right. Worse my SU-100s weren’t able to hold the line any longer, some Pumas got into the backfield as it were and that was nearly the end of my mortars and my AA.

Not a great start to the tournament but least some points on the board and a reinforced feeling I should have put more time into trying to get some games in prior to hone the force.

Game 2

I didn’t take any pictures of game 2 which is a really really sad statement since I won that one, 8-0. I faced a German force with Wittman in it, I managed to kill him with my air on turn 2, (thus the point gain and loss). I was able to move around and really play to the strengths of my force and ended up just doing about as well as you can ever ask for in a game.

Soon here’s a picture of Chuck playing his second game, his artillery park in action.

Game 3

For game 3 on day 1, I faced Hal whom I hadn’t played yet tho I’d seen him around from last year. He was playing a Peiper list and immediately based on the mission I was really really screwed. It was breakthrough, and given the mobile reserves rules I wasn’t going to get much and worse of course was the problem of just getting my reinforcements on table in time to make any sort of difference. On top of that add in the spearhead rules for a Peiper list and it’s just a complete world of hurt.

If I had been the attacker, Hal would have been under similar circumstances so really the game was pretty much decided right then and there. But we played through and I held on for a very long time.   

Hal’s spearhead was immediately breathing down my neck. I made an error figuring my T34 out in field would be reasonably safe but also serve as a good way to string my ambush.

When I sprung my T-34/85s in ambush, thinking I could roast up and then swing around to take out tanks. The dice just weren’t there. While i took out a tank or two it just wasn’t enough to break the German platoon of Pz IVJs.

Then … after taking a few hits, my T-34s decided they had had enough and I lost my fearless morale roll…. fearless .. yeah, sure. My SU-100s and my other T-34s came on as reinforcements, but only SU-100s made their presence felt, plinking off some tanks at just under 40″. Still being slow, they just couldn’t get into the action get more of the German line.

So in the desperate fight for the objective, my pioneers held out as long as they could. Even assaulted and killed a German tank being able to sneak up on it, but it was no where near enough.

In the end, a 2-5 loss.

Day 2

I started out the day approx middle of the pack, which was about where I was hoping to be. I hadn’t had a lot of practice games with my list and frankly I was rusty going into Bane, a little too much Team Yankee I guess. 🙂

My first game of the day was against Andrew Hopson whom I had faced last year. We had play a Cauldron game, I was the defender and he tabled me bad, really bad, in like 2 turns. Granted Andrew is a crazy good and very well experienced player so no surprise. This year, I just hoped to make it to turn 3.

Alas I didn’t take any pictures, the game was a fairly decent one with lots of back and forth in the beginning. My air came down early (and then didn’t show up for the rest of the game), and knocked out a platoon of tanks. That kept things interesting.  We went nearly to time, with a 3-4 loss on my part.

Last Game

Going into the last game I faced an American nearly all armor list with Patton. We played Counterattack. In the roll offer for attacker I won, and given the terrain, I was immediately hopeful that I could plink away and get up on the objective quickly.

I needed to do so before his reinforcements arrived because once that happened he’d have even more armor to press his attack.

This forced me into an aggressive situation but go big or go home, and let the dice decide. I figured with the fire lanes there and the ability to move in, I should have decent chances to take the closer objective.

My plan was to swing my T-34/85s around my right flank and concentrate fire and then use my SU-100s in their initial position to work on the same platoon if possible. Given the initial angle of the dangle, I had a shot with at least one of the SUs from the get go.

With the die roll, I ended getting to go second for the game.

This lead to some interesting maneuvering and with the two tank platoons were more or less there to be shot at. It’d be a straight up roll dice kinda fest and to the better rolling player, the victor gets the spoils.

My T-34/85s did their best and with a little supporting fire from the SUs I was able to bail to a morale check but I just couldn’t push through the kills as much as I needed. Same effects to the tank force in the town, bails a-plenty just no kills.

He was able to get back into his tanks and start brewing me up, quickly my T-76s and T-85s started to fall and given reinforcements by the time we were at turn 3, I’m rolling for company morale and well … remember those FEARLESS Soviets? Yeah, not so much, fail and that was the game. A very depressing 1-6 loss to round out the weekend.

Still, a trip to Austin is always a good trip to Austin. Between the Salt Lick and other great places to eat, can’t complain a bit. Till next year!

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Cobblestones, or RUN, don’t WALK to your FLGS

Kind of a quick post, but wanted to point out that Battlefront / Gale Force 9 and their terrain wizards have been busy with new terrain. Part of that showed up at our friendly local game store last night.

Cobblestones!

If ever there was an insta-buy, this is it. Contained in the $30 box are 2 approx 9″x9″ squares that are just perfect to model that cobblestone town. I can see using these for many many time periods and from 15mm to 28mm scale.

Table top shot to see what you get in the box. Both a round center and a just a normal square pattern.

These are just crazy perfect and I bet they are going to get snarfed up super quick.

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TY : Russian v Russian

Keith and I met on Monday to continue to build on our Team Yankee experience. Keith was also itching to experiment with some lists for the Team Yankee escalation tournament that is coming up on January 28th at Dreamers Vault in Minneapolis. That one will be 65, 75 and then 95pt rounds. I really like the format idea, especially as new Team Yankee players abound yet. Having a smaller force with a timed round helps mitigate slow play.

For the first game, we built to 65 points and picked No Retreat with it’s night action. I settled on using my Afghanistan forces since i had just finished up some special weapons stands and wanted to try them out. I was the attacker with my force of 2 and 4 hinds, a unit of 7 AKs (left flank) and then 4 AKs (right flank), 3 recon BMP1s, 5 T-72s and last 4 Shilkas.

Keith was sporting  9 T-72s, 4 Shilkas, a small 4AK BMP2 rifle company, 3 BMP2 recon and 2 frog foots.

I decided to push hard on the left flank. With cover of darkness I figured I could get my infantry, tanks and helicopters into place with the intention of striking fast before Keith’s reinforcements might show. At this point the tanks were more or less even between sides and in theory my Hinds and T72 could take them out quickly.

Away we went on the attack. The group of 2 Hinds moved in and I place them at 8″ from their target, surely for nighttime I could at least get a 2+ right? Er, no. For the other group of hinds, shooting was quite poor and only took out one T-72.

Unfortunately the Shilkas would make quick work of the Hinds so that one arrow in my quiver spent without much to show for it. I did manage to brew up a Shilka, and a couple more T72s leaving just the battalion command tank. My infantry starting to stream in, OTOH those Shilkas have some serious firepower so I needed to be careful.

Meanwhile on the other flank I shifted my recon over and kept my small company of infantry moving forward, if anything to create a diversion.

Tank losses started to mount as the BMP2s joined the fray with dawn having lifted the curtain of night. My T72s not being in good spirits, decided they’d had enough. Another arrow in the quiver gone…

Keith started to get his reinforcements, both Frogfoots having arrived as well as making their roll to come on table. Likewise Keith’s second company of T72s arrived. At this point the offensive was pretty much ground to a halt. While my infantry was spread between the ruins and out in the street, they were taking lots of Shilka fire and not able to do much to either get RPGs on them or other hardware that would push them back. My forces just weren’t aligned right. On my right flank my small band of infantry with the help of the BMP1s took out several stands of infantry and were starting to threaten the objective on that side. Still the Frogfoots and Keith’s BMP2s made quick work of my BMP1s tho I was able to use my Gremlin to shoot one Frogfoot down.

It was game at that point.

We set up for second game after that using 75 pt lists. I pulled together a Russian Tank formation, with 2 T72 tank companies for a total of 12 tanks (5-6-1), 4 Gophers, 2 Shilkas, a 7 AK BMP1 formation.

Keith played his first list but upped the BMP2 rifle to a 7AK / 10 BMP2 motor rifle company.

This time it was an encounter match up. Once again I found myself on the attack. I decided to put my tanks more or less in hiding for the BMP2s to move as well as the T72s on Keith’s strong side. Long as they are perched, I might get one good round of shooting at the BMP2s but their counter attack would be extra nasty.

On the other flank, I figured my BMP1s could make a break for it and take out the Shilkas and maybe the harass the T72s but otherwise the infantry would have to assault in order to move forward or I’d have to be able to move my center T72 company up and into support.

Keith started, and used 3 of his recon BMP2s to to swing around the coal plant to threaten my T72s.

I managed to counter and brew up all 3. Keiths Frogfoots came down on turn 2 tho and brewed up a T72, but my Gophers were able to shoot one down and with a moral failure they would be done for the day. So the Gopher teams got to get into their Vodka ration early.

On my turn 2 I decided to go after the BMP2s hard and went for it. Luck was mostly with me and I managed to brew up 5 and bail a few more, but not enough to put them into bad spirits.

On the other flank my ‘bum’ rush of BMP1s went really really really badly with the Shilkas and T72s just absolutely munching them. I moved my Shilkas to counter and took out one of Keiths.

The BMP2s and Keiths T72s firing away took out a couple of mine but I was able to soldier on, at this point the odds still looked encouraging but my round of fire was awful taking out just a few more BMP2s and not a single T72. I figured with the BMP2 and it’s very effective missile they were the target priority while vs T72s at least I had sort of a chance to  make an armor save.

Keith brought his tanks forward to engage my T72s on my flank and rear. My Shilkas managed to brew up another, and Keith’s Shilkas decide they’ve had enough. My infantry start coming out of their holes and using the RPG rounds to go after Keith’s T72s. I managed to brew up one but it’s not enough. My T72 are pretty much toast, my battalion command tank is down and at this point we negated for me to do a force morale role as my two primary companies and the force commander were either gone or not in good spirits.

So another victory for Keith, tho with some better dice especially on the second round of shooting at Keith’s BMP2s and his T72s and things might have gone a bit further.

The Gophers definitely solidified my view as their being the go-to AA solution. If you can afford the points and get a group of 4, they are just perfect to deal with Air anywhere on table and especially against allies with airforces that have a 5+ save, the Gopher 4+ FP is mighty nice to have, even tho it’s not a dual role unit like a Shilka which can go after fairly soft targets.

All in all a fun day and clearly shows I need to put some time into list building as Jan 28th isn’t far away.

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