Showing posts with label after action report. Show all posts
Showing posts with label after action report. Show all posts

Wednesday, February 04, 2009

Game Night Photo Essay

Callum, Stu and myself christened my new gaming garage and my new game table with a 1,000pt NZ Army joining a 1,000pt US Army facing off against my 2,000pt German Army. It was a great game, with plenty of action, but set up took a while and time passed quickly, so at about 10.30 we called it a night with a draw, though to be honest, I was playing a defensive game and with a bit of luck, the combined NZ and US attack down my left flank would have resulted in a victory for the Allies if we had another hour to play.

Saturday, April 12, 2008

Lessons From The Front

Stu gave a pretty good overview of last Wednesday's game;

Between my own and Jonathan's legendary poor rolling I thought we were screwed and mid game it looked like a walk over. Then the Tiger finally ranged in as did my lone 88 (after being mortared for most of the game), plus my three IIIj's somehow weathered the storm of fire from six T-34's for several turns and then the Ruski/US tanks started popping! Last two turns I think we knocked out three shermans, a handful of T70's and a handful of T34's. Suddenly it was looking interesting again (my Jerries were looking forward to returning MG fire on those Infantry on the hill, and hammering those bloody mortars in the gully) when we called it a night cause it was past ten! Of course Jonathan's PBI and Marders were dead, but that's ok they'd staunchly drawn fire away from the objectives...his Tiger was just getting warmed up!

But was their anything I could learn from the experience?

Quite a bit actually. First and foremost is a trap I often fall into, especially when I have two platoons deployed so close to each other. I had two full combat platoons dug in on the edge of town, looking out at the objectives, but not anywhere close enough to secure them. One platoon was being harassed by a recon unit, that was puring enough lead on them to sink a battleship, but doing little damage. The other platoon just got forgotten about. What they should have done was rushed the second objective and dug in, whilst the lone Panzer made it's way to the first objective. I only remembered the second platoon when enemy reinforcements deployed mere millimeters from securing the objective and winning the game. They then had to go into a defensive battle whilst out in the open, not very wise and which saw them being cut to shreds.

The second is that I didn't bother to read up on the mission rules, or really think about where the enemy reinforcements were likely to come in. Had I done that I might not have forgotten about the second platoon. I think I need to be a bit more conscientious in my battle preparations and stop letting the game dictate what I do.

Hopefully I'll be able to make it to next weeks game, and think a little more about what I'm doing, rather that reacting to what my enemy is doing!

Sunday, March 02, 2008

FOW: Alternative History Game

A mass of Germans wait behind the relative safety of the village church.

The Americans move into the quiet village.

The Germans repel an American assault!

With four players and only one table with any scenery last week, we decided to have a four player, four army, 1750pt game. Two American armies took on the Axis of doom, a German Army and British Army fighting together the rid the world of American Imperialism.

The Americans conceded defeat after leaving one of their objectives lightly defended, and having it over run by the two remaining British tanks. The Germans did little but slow the American advance, loosing two Marders to ricocheting machine gun bullets.

All in all, a minor victory as the Yanks should have really won, doing much more damage to the Axis of doom!

Wednesday, February 06, 2008

The Dice Were With Me!

Tonights game saw my Grenadiers come up against Dan's British armor. Playing the defense, I keep my two HMG teams and one Grenadier Platoon in reserve, dug two Platoons around the objective in a handy church yard, and had my 3 Marders in Ambush.

Incredibly lucky dice rolling on my part, and an abysmal dice night for Dan saw my feisty Germans run the Poms off the board in the second round.

A tad short for any lasting enjoyment, but certainly good for the moral!

Wednesday, September 19, 2007

It’s a Conspiracy!

Last nights game, the second in a series of a 3 game Pulp Campaign, saw me penalised from the start because I’d ‘lost my rifle’ in the first game. It was once again a set up that would have favoured a SMG rather than the rifle I was packing. Some how, in my conspirators mind, I knew that Stu had secretly realised that my main weapon of destruction was going to be a rifle and had so written a campaign that rendered my killing abilities to naught.

But luck was on my side, as my ‘penalty’ turned into an advantage, and saw me march off the board to victory in turn four, having done nothing but wait one turn, and walk for 3 turns.

The temptation for some vengeance killing was strong, but my desire to actually win one of these games kept me focussed, and off the board I marched.

Game won, advantage me.

Um, nope.

Stu in his absolute wisdom wants to ‘tweak’ the scenario (it was a good scenario, but does need some ‘tweaking’) and have us all re-play it again next fortnight.

Not that I really mind, because with some tweaking it will make a really good, and possibly hilarious Pulp scenario. It’s just that my conspirators mind is trying to tell me that it’s all just a big plan to keep me from ever winning a game…
 

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