Showing posts with label North Africa Campaign. Show all posts
Showing posts with label North Africa Campaign. Show all posts

Friday, August 1, 2025

Battles & Brews Again

 

While the outside game was going on - and it was WAY hot outside - I set up for Armoured Storm, which was a much easier and faster prospect than prepping for one of my F&IW games! We played a simple meeting encounter scenario with 3 players a side each commanding two platoons of 5 "early war" tanks each, with 2 HQ tanks to deploy at will; two flanking armored forces meeting head on.

Shooting range was the length of the 6-foot table but anything over 20" was only possible on a roll of "10" on a D10. . . and of course two of these improbable shots took out two German Marders in the first couple of turns! Afterwards, the shooting at long range proved completely ineffective and both sides closed to better the odds.






The British "Honeys" and the German PzKw IIs took the brunt of the damage dished out, the Honey platoon becoming the first Unit to be knocked out completely.

 




 After about two hours both sides had lost about a third of their tanks and decided to call off their attacks, satisfied with a "draw."

Armoured Storm is a fun little game, that could be bigger if you wanted it to be. It has simple intuitive mechanics with a system for setting initiative and orders for each turn that involves both sides and is almost a "sub-game" in itself. Give it a try - the price is right!

Thursday, July 24, 2025

Battles & Brews

 

 I planned to put on a F&IW game at Battles & Brews this weekend and completed the bases on these Rangers a couple days ago to premiere them at said game. These are "repaints" - check them out here in the Wayback Machine. Then I hurt my hand and decided I didn't want to haul all the required terrain and heavy metal so. . . I am opting for a "lighter" game to make it easier on my sore hand. 

We're going to play Armoured Storm by author Daniel Mersey, of Lion Rampant fame.


 

This game will be "lighter" all around - way less terrain and tiny (MicroArmor) tanks. We played this once a couple years ago; here are some photos from that game that never made it into the blog.














 

The highlight of this game for me? I volunteered to command the weakest German tanks on the field, a platoon of PzKwIIs. We went "hull down in the pass" to protect our left flank and "brewed up" an entire platoon of Crusader IIIs that intended to roll right over us!
 

 

Maybe I'll see ya this weekend.

 

Sunday, April 18, 2021

How did I miss this?

 

 

The second edition of This Very Ground - now subtitled Victory or Death - was released in a Kickstarter last year by Brigade Games and the original author, Keith Stine, and I just found out about it! Don't know how I missed it, though there seemed to be relatively little fanfare around it. This Very Ground was the set of rules that started my gaming journey in the French and Indian War. And it has been a journey.

I lived in the Twin Cities area from 1996 to 2001, and then moved to Tulsa, OK for work. I traveled some as part of my duties and on a trip to Minneapolis I had an opportunity to revisit an old haunt, our FLGS, The Source. It was on this trip that I purchased This Very Ground after a quick perusal in the store. I had to cross the I-35 bridge afterward, and later that afternoon while sitting in the hotel bar, I saw on the CNN national broadcast that the bridge had collapsed! Wasn't actually a "close call" as I had crossed it about 2 hours prior to its collapse, but it was a fluke that I was in the city at all.

The games in the early posts of this blog were all played with This Very Ground, a fun set of rules with innovative approaches to alternating unit activation and "volume of fire" representation and reloading. The use of D10s and percentile morale mechanics made it scalable, too; unit sizes from 5 to 25 or more figures were easily managed.

So why did I move to another set of rules? I eventually found the morale system to be really ineffectual, and Officers didn't do much other than rally off Unit Disruptions, which happened so frequently in my experience that it had little effect on the game overall. But the rest of the game was elegant, mechanically consistent, had good period flavor and was fun to play.

Lo and behold, these are the two areas that received the most attention in Victory or Death! The movement, firing and formation mechanics are basically intact from the original edition, but the command and morale systems got a thorough revamp. Activation is still alternating, but Officers use Command Points to Activate Units and effect Unit performance with a few appropriate Commands. Morale still uses Disruptions as the main "control" lever, but now Officers, and even the Units themselves, have more options and responsibilities for managing them.

One aspect of the original rules I really liked was the Testing to Charge mechanic, and how hard it was to actually get into a Melee, and that once a Melee was initiated, it was a one-turn fight to the death. That mechanic has been modified - and may not have been simplified - but it is still in Victory or Death.

Like all the other "black powder" rule sets we've seen of late, the focus of Victory or Death has been expanded beyond the French and Indian War, but has been limited to conflicts in North America. Rules and army lists are provided for King Philip's War, French & Indian War, American War for Independence and the War of 1812.

All of the rules that were released separately after the first edition covering Cavalry, Cannons & Boats are now collected in Victory or Death and updated to the new mechanics where needed. No additional volumes to buy!

The one thing I find lacking is a unit deployment system. There are 4 scenarios included - one for each of the 4 conflicts mentioned previously - and you can extrapolate a basic deployment system from the rules in all four, but deployment is so key to a game's play I find this a big miss. Again, the deployment system from Sharp Practice 2 might have to be borrowed. 

And the caveat: I haven't played This Very Ground: Victory or Death yet, but am really looking forward to putting "the old friend" on the table.

While we're on the subject of deployment, another of the Too Fat Lardies' (with Reisswitz Press) rules for WW2 deserve a mention.


The Patrol rules are really fun and create a real sense of the "fog of war." Unfortunately for me, they are aimed - as usual - at post-Normandy combat, so I probably won't even try 'em out until they release rules for the Western Desert.

Lastly - and certainly not "least" - I got my second CoVid vaccination shot! Hopefully that means a facemask-to-facemask game in May or June. Bring on "the normal."

See ya.

Sunday, October 30, 2016

New Dungeon Tiles!


Made ya look! Construction is underway at Castle FusterCluck. 

Since I can't get to any of my projects, I've been doing some rules research. I am currently fascinated by THW's Nuts Big Battle rules. I like the scale (company-sized battles) and the relatively marker-free environment. I think they would work great for micro-armor; I'd just have to adapt for early North Africa. 


I'm also quite taken with THW's Future Tales; pulp action in a science fantasy universe. For Barsoom, of course. . . who knows if Modiphius will ever actually get to the miniatures rules.




See ya!

Tuesday, November 24, 2015

Brazen Chariots


I had heard somewhere that Brazen Chariots was an amazing book about armored warfare in North Africa during World War 2. Some time later I found a used hardback copy of the book and put it on the shelf, to await the appropriate opening in the reading queue. I pulled it down last week on a whim and, as it is only 240 pages long, ended up tearing through it in less than a week.

Amazon describes it thus:

"Unquestionably the finest narrative of tank warfare to come out of World War II."
Los Angeles Times

A tank officer's story of the desert war in North Africa, "Brazen Chariots" is one of the most widely praised war books ever published. Major Robert Crisp recounts Operation Crusader, the great tank battle waged against Rommel's Afrika Korps on the borders of Egypt.

The story covers just a little more than 2 weeks of war in the desert, but it is exceptionally well written; dry (pun intentional), witty, raw and at times, heart breaking. I found myself stopping to admire turns of phrase and wondering about a man who could write with such frankness and eloquence. I was not surprised to learn Robert Crisp worked as a journalist; his story beyond the war can be found in part, here.

I highly recommend you read Brazen Chariots, and be prepared to want more when the book abruptly ends!

See ya!


Sunday, October 11, 2015

Avalanche Press and WW2


Avalanche Press interrupted my focus of late on re-basing my French and Indian War models by releasing the long-awaited (at least by yours truly) third game in their Panzer Grenadier series trilogy of the North African Campaign of World War 2. An Army at Dawn - obviously a nod to the book of the same name by Rick Atkinson - lets you play out the end game in Tunisia in 40 different scenarios. If you own two earlier games in the Panzer Grenadier series, Desert Rats and Afrika Korps, you can play nearly 150 scenarios covering the whole campaign with all of the relevant forces. 

If you hadn't guessed, my interest in these boardgames is related to my collection of MicroArmor. Like ArkieGamer, I was considering Spearhead by Arty Conliffe (along with the Blaze Across the Sands scenario book) for my WW2 gaming, but when I found the Panzer Grenadier games, with single stands representing platoons (like Spearhead) I found a fun boardgame system that would convert easily to MicroArmor and 4" hexes. All but the largest scenarios will fit on a 5' x 9' table or smaller. I like hexes for this operational scale, as they provide an easy way to represent direct fire on individual units in a hex as well as "area bombardment" that effects an entire hex.

One big advantage of these games for me is the focus on scenarios - some are as small as a dozen units per side, permitting the game to be learned with small fast games, and permitting armies to start small and be built up over time.

You can download the Fourth Edition Panzer Grenadier series rules here if interested. 

See ya!

Thursday, November 13, 2014

The Desert War Then and Now


Just got a fantastic book: The Desert War then and Now: The Campaign in North Africa 1940-1943. It's a large format book, 592 pages crammed with photos from. . . wait for it. . . then and now, lots in color. If you model or game the North African theater of WWII, this book is for you. It's definitely for me - the aerial photos of Tobruk alone are worth the price of the book.

You can't tell - yet - by this blog, but the North African front is another of my favorite historical periods. Someday I'll game it : )