AAR : Able Kompanie Christmas Tournament

Chuck, Matt and I made the long haul down to Indy in order to participate in the Able Kompanie Christmas Tournament at Games to Die 4 in Indianapolis. It was a 1600 pt mid-war affair with limited list options. Everything had to come out of North Africa and on top of that none of the base Africa lists were open, you had to pick a the Sicily list. I very much love focused tournaments like that.

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Here’s a couple of my STuH42s I started on Monday the week of the tournament. Yeah you do crazy stuff like that sometimes.

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The wheel of doom that would decide rounds 2 and 3. They ended up changing what was on the wheel so the pickings were not this sparse!

The first round was advertised as a domination game so that influenced my list selection. For a 1600 point list usually I pitch recon and throw the extra points at improving or getting that good core platoon upgraded. No going with that idea. And since the Africa lists were off the table, no playing my Italians as the only Italian list of a fusilier list. Conscripts … err .. no. Just no.

I picked Panzergrenadiers, 4 stand platoons each. I picked up 4 Pz IV F1, as I figured I could use them in a dual role, indirect artillery (weak but functional) and then as something that can engage light tanks and infantry. Next I picked up STuH42s, 3 with their breakthrough guns. 2+ FP … yummy! Next I picked up a couple of 2cm AA guns on the Sd10s and last priority HS129b. The HS only has cannon but as a flying tank I figured it was effectively a once a turn artillery without having to worry about having it come on for the scenarios when you have to select what your reinforcements might be. 6 platoons all total.

First game I played against a formation of American Armor. Lots of Shermans and infantry in half tracks. It was a domination game where you’re playing for areas on the table and each of those areas has a point value. 12 points all total and the biggest value area was 4.

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Turn 1, recon or akin comes on so I brought my 222/223 recon platoon on my left flank. I brought down my air and they managed to take out a recon platoon and the 2iC. Turn 2, stuarts and more infantry came on along with what was his command Shermans. I brought on both my Pz IVs and my StuH42s.  I picked on and brewed up a couple of Stuarts. On my left flank a recon battle was brewing which I figured I would have an even chance of pushing the Americans back. Air came down yet again but nothing too interesting as far as results. Turn 3 I brought on my Infantry and he brought on his Shermans and artillery. I used my air to take out a Sherman. The recon battle wasn’t going too well but only had taken a bail out result. My STuHs I started to roll forward on my far right flank and my PzIVs just on the inside. My overall plan was to push into the middle, take the 4 pt position and use the STuHs to turn the flank where they could use their long 32″ range capability to snipe targets. On turn 4, artillery would come down on my Pz IVs, and as fate would have it, they would bugger out. That pretty much killed the game at that point. Likewise my recon cards and AA guns which was sort of holding down my left flank until one of my infantry platoons could get over there and deployed started to go badly. His recon broken behind my lines and then shot up my trucks full of infantry moving into position. Poop. O well 2-5 loss. The guy I played would go on to take 3rd.

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Next game I would take on another group of US Armor, this time with a boatload of Stuarts, mobile artillery, recon and lots of half tracks. This time it was a XXXX game. With my mobile reserves as defender I set my Pz IVs up to cover my flank as my one vehicle option and then had my infantry start up without vehicles. Turn one I discovered my very critical misstep I had my PzIVs way too far forward. (Picture above from turn 1)

I should have put them back behind stone walls and make the stuarts move into me. I was too greedy using the concealment and gone to ground in cover. So as a result I was having to deal with Stuarts behind my lines. I should have had one turn with full rate of fire. Lesson learned. This opponent also had way more AA and effective AA so while I could come down my flying tank often would be turned away. There was lots of carnage but it was basically over in 3 turns, tho my STuHs did come on and start to take out some targets, but not enough…. 1-6 loss.

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Game three was against another German player. The mission was Hold the Line. We rolled to see who was the attacker and I ended up winning. Probably the only thing I won all weekend :-).  He choose to have his 88s in ambush, placed his one Tiger, dropped some nebelwerfers, way back in the middle, and set his warrior teams. I setup my Pz IVs and Recon on my left flank to run the side, the STuHs on the right to face / block off the Tiger and infantry in the middle with the idea of jumping building to building to ultimately get to the closer of the two objectives. In theory if my feign on the left worked out, it would draw out his ambush or it could get to the objective in the back but that was a long shot given the distance it all needed to cover with reinforcements coming. I tried repeatedly to bring down my air and use my STuHs to get in closer to the Tiger but only managed to bail it twice through the entire game.

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On the left I did get the 88s to come out which put a stop on my forward rush towards an otherwise undefended objective. The 88s with their extra crews made quick work of what I had with the help of the rockets, and a little poor rolling on my part.

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In the end my infantry was able to push up and take control of the house the tiger was next to but they weren’t in any shape to assault it. With the wave of German reinforcements I’d get pushed out of that building and without bailing the tiger getting the objective on the right wasn’t possible. Oddly the tiger ace skill was a 2+ on motivation rolls and as fate would have it for the bail results, my opponent did roll exactly a 2 each time. Without the skill I could very well have won.

While my overall tournament results stank, (worse showing ever for me) these aren’t the kinds of things that can let you down from a tournament experience. Gotta just pick yourself up and look forward to the next one.

The location was in theory going to be capped to 24 participants. I think they ended up with 18? Honestly given the size of the play area and how cramped we were, I’m not sure how in the heck they could have fit 24.

Would I drive 10 hours one way to take in a tournament? Umm yes, given the quality of play. Doing that kind of road trip I’m pretty selective tho. The Able Kompanie guys hold lots of the top spots in the nation and rightfully so. Look forward to seeing them again sometime.

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The season ahead…

She received a caller today, a man of some stature in the court. The Marquee du Mond an up and coming gentleman, both handsome and gifted in conversation. They took a stroll together down the lane but not far as there was a chill in the December air. He confinded, “while the garrisons are in their winter quarters, the royal house already thinks of spring. They aspire to increase their holdings and to do so will need preparations for the adventure ahead. I understand my name is on a short list of candidates to be among the leaders of this band.  It is always best that a man have a lady to return to and keep ones thoughts from being brash in the heat of battle.”

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Battle on the Mississippi 2016.1

Chuck Hiner, Bill Wojahn and myself would like to invite Flames of War Players in the Wisconsin, Minnesota, Iowa or further(!) area for the  next edition of Battle on the Mississippi. This Flames of War Tournament will be held February 27th, 2016 at Deaf Ear Record Exchange in LaCrosse WI. (112 4th St S)

Door should be open (back door) at 9am and first round starts at 10am.

It is a 1600 point mid-war tournament featuring 3 rounds. Players may only use mid-war lists from the East Front and Africa source books. (No mid-war monsters)  Only able to assemble a partial list or don’t have the lead?  Please talk to us ahead of time tho so we can plan for you to be there! We do encourage new players!

We will be using Flames of War v3. There is a $10 entry fee and a limit to a total of 22 players.

This time to make the tournament special, we plan to make use of a domination mission for round 1. What are the domination missions? Here’s a link.

There will be prizes. Please fill in the following form. If you have questions, feel free to email tom_gall@mac.com directly or give him a ring at 507-396-3641.

Players will need to send a copy of their army list no later than February 20th. We do prefer that players participate with painted lead but it’s not essential. Results will be reported to the national board of ranked players at wwpd.net.

Hope to see you there!

When will 2016.2 be and what theme? It’ll be something good but we haven’t set it yet!

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Land of the Free: Playtest #2

In another of my “blog posts I really should have done a few weeks ago” series, is an action that Eric and I had done back in November using the Land of the Free rules. Just our second game but we’d both at least read the rules at this point and were ready to give it a shot in our usual “find the corner cases” that our group tends to be really good at doing.

In this scenario, we did a sort of seven years war action where I was fielding my French, Indians and some stand in as French Prussians versus Eric British forces. We each fielded a couple of “large”, mostly “medium” and then 2 field pieces each as “small” formations.

As last game, my command was fairly below average, tho I had one commander above average. I put him on my right flanks and my over all poor command and my other poor commander to cover portion of the middle as well as the right flank shown here. I figured with the reduced open area the two of them could cover whatever Eric might throw this way should he push here.IMG_1206

Here you can see the cannon covering the road and my right flank marching up to form line of battle.

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Here you can see the left flank starting to deploy. My largest unit under my best commander with Indians holding the middle and a cannon here to help anchor. I figured I’d send my biggest unit and middle sized group of regulars, my best command on the left flank, engage and hope I could turn the flank while the rest looked to anchor.

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During about turn 3 the opportunity presented itself so I pushed these guys out a bit to move up and fire away. Eric and I were using the game mechanic to try and push a men and get in an extra order from time to time. Fail and take a disorder, success and sometimes you’d get another volley off.

For this day, Eric’s artillery was just causing enough little pain that I thought ok to risk it and push a formation forward when the opportunity presented as their target looked like they were getting ready to come up and charge.

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Meanwhile in the middle, the Indians took up position behind the fence. If ever there was a force that should dominate in hand it hand, it should be these guys. They don’t shoot well given they are always in open order skirmish line but you’d think in fist to cuffs should do more than fine… least so I thought.

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From my left flank, there’s where I needed to start. With with the unit in front of the building in theory getting harassed and kept from pressing against the Indians, wouldn’t be long to see if my plan would work.

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Eric wheeled and bit signally he would go after my left flank. I pulled the Indians forward and if the fence hadn’t been in the way could have charged into contact. As it were they were basically stuck right there optimistic of their changes in the next turn…

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As fate would have it, I would lose on the initiative roll. So Eric was able to attack first against the Indians, to which they basically dropped back and were not very interested in keeping up the fight for their allies.

On my left flank I would win one and cause one of Eric’s units to falter and run. On the other hand, Eric would through a series of two charges cause my largest unit to run and the medium unit to crack.

With the 3 units in succession gone or in deep hurting, my flank turned that was the game.

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For a second play test, it went well. Less looking things up and all in all we liked how it flowed. It wasn’t a huge game and with just the two of us we made it work. Command is pretty huge in this game, as it should be for the period. One can try and make the best with poor command. My right flank seemed to prove that out.

We haven’t played with Cav yet but they largely didn’t exist in North America so really they don’t belong on table until perhaps a War of 1812 game.

Artillery can be pretty powerful in the game. I think maybe too powerful. The mechanics are fine, it’s just too easy to reduce a unit with artillery if the artillery unit is larger than small. The rules are otherwise fine.

The variations they give you to have grenadiers or indians, and so on add flavor and also seem to work well.

All in all, for a battle scale that fits the Americas where it’s just a level or two above skirmish this really seems like the rule set to play.

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Lasers & Pew Pew

I recently picked up Star Wars Armada. It’s a pretty major departure for me as this is really the first Sci Fi I’ve done since all the way back to a role playing games called Traveler and Star Frontiers. Both were great fun and did have the ability for star ship fleet type battles.

Star War Aramada looks to be a nice combo of Fleet battles, pre-painted miniatures (save for the really small ships) and what seems to be a decent set of rules. It’s been out for a year and given what seems to be more and more interesting it it, figured it was worth a look and spending some gift money on.

So first a look at the pretty pretties. The major capital ships for the game are in 3 size classes, small, medium and large. Then there are fighters which cover everything from x-wings, y-wings you name it all from the Star Wars universe. The fighters are generally organized as squadrons with 3 (unpainted) things mounted on a tree like structure.

Individual ships like Bobba Fett, or the Millennium Falcon, are individually mounted. “Hope that old man got that tractor…” IMG_1267

On the bottom of the mounting structure there are dials for shields and in the case of fighters the amount of hits they can take. For each ship on the side of the table, there is a base card and in addition you have some number of “add ons” you can include with your force.

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My daughter as it turns out is turning into a big Star Wars fan so for the first try of the rules it was just her and I giving it a simple run. Will try it out with the game group over the Christmas holidays to give it a really good shake out.

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The mechanics of the game are interesting. Each ship has a set of command circles. You have to stack a certain number of commands in advance. There are 4 basic commands, navigate, repair crews, activate fighters and concentrate firing. So for some ships you have to stack 3 commands in advance, and others just 1. When a command is revealed after a ship is activated, you can convert to a token and “store” the command or you can execute it. No matter what, you always activate a ship, fire then move, then the other play does the same for a ship. The navigate command is used to adjust your speed or a get a little more maneuverability out of your ship.

If you don’t use an order and instead convert to a token to use that same order later, the orders become a little less effective where each loses a little something.

Fighters are activated after the capital ships, so they basically fire and move last, unless a capital ship activates a squadron through it’s own command order.

Shooting is pretty straight forward, it’s d8 based, with 3 colors of dice. The different colored die have different outcomes on there to represent different weapon efficiency. Umm ok, kind of a bummer when standard dice can’t be used. Just adds to the cost of the game. It’s a nit.

There are 4 arcs of fire for capital ships. They can fire off up to 2 arcs assuming they have a target. The dice used drop off as a function of the distance. At short range you might be rolling blue, black and red dice, but at long, only red dice.

Results are miss, hit, accuracy and critical. Critical hits are resolved through a deck of cards where you draw and face up next to your ship, suffering the results. No book of boom to look up which makes it straight forward. Hits either affect shields or go on your hull.

As you’d expect capital ships have a bit of a harder time firing at squadrons and squadrons of little ships can do big things against a capital ship if it’s a bomber. IMG_1264

Will report in again with future games but overall, like what I see. It is different than the usual faire of horse and musket or WWII. Still it’s pretty and with decent game mechanics.

Seems to play somewhat fast, I could see ~2 hour for a game. It is also built for 1×1 or 2×2, going larger than that, I think the 1 ship per activation will show up play too much for something big and out of control.

I do like the way the game does have a point based system for building out a fleet and that does seem to lend itself to tournament play or one off games.

There have been 2 expansions with new ships so plenty of things to draw your eyes and suck some of your gamer budget. Still, with the “basic” game, there’s plenty to get started and actually play without having to run out and get more… More … MORE.

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