Grognard Wargamer Thread!

B-17 FFL Operation Crossbow (March thru May 1943) AAR continued:

Be afraid, be very afraid. See the pic below for what happens when you don’t take out enough aircraft factories each month. Twenty-six Luftwaffe squadrons are on the map at the start of May!

May 1943 Monthly Summary

I decided to make more detailed weekly summaries for May as some interesting things were happening.

First Week – We lost 4 SO points to the pesky V-1 rockets. We received medium intel air reports on the V-1 sites at Wizemes and Renescure, both in hex 11 in France. Our base and zone 1 (including hex 11) were both clear weather with partly cloudy skies over the rest of the map.

1st Wing - The entire 1st wing went after the Wizemes site this week since it allows 4 bomber groups to attack it. We also went all in on bombs, spending all of our remaining SO points to equip our bombers with full M34 and M43 loadouts. You can tell we’re going for the kill here! Luftwaffe response was only Average in spite of the clear skies, or so we thought. A weather update (event card) revealed unexpected bad weather in the target zone (heavy fog maybe?) causing a -2 AtG modifier. An Fw-190 group engaged our fighters scoring 6 hits and getting destroyed by the 56th FG in return. No losses to flak but we only scored 6 hits to the site, due in large part to the bad weather, for a medium damage result. Very disappointing considering the SO points spent.

2nd Wing – Since they had 0 SO points for bomb loadouts they had chosen the airfield at Tours, France (hex 7) as their target. That way they could carry the free M30 bomb loadouts for the dispersed target bonus. Thankfully the RAF hit the airfield 4 times while we were forming up. This was a dangerous mission if the Luftwaffe response was aggressive as quite a few bandits could intercept our wing. You can just see it coming can’t you? :P An All Out Luftwaffe response allowed 8 (!) bandit groups to attack us in hex 10 just after we crossed the channel. Thankfully 3 of the 8 chits were No Bandits. The five bandits who did attack included three Bf-109 groups, one of which had the frontal attack tactic. The other two bandits were Fw-190’s, a veteran and a group with the frontal attack tactic. The 78th FG was escorting from High altitude and was unable to choose which bandits to attack. So both bandits from the current hex engaged the fighters (veteran Fw-190 and a Bf-109) and the other three engaged the bombers including both with the frontal tactic. See the pic below for the setup prior to resolving the bandit attacks. I guess the good news is that both bandits with the frontal attack tactic went for the tail group (392nd) and they were the only BG in the wing with the upgraded chin turret that helps negate a frontal attack.

The 392nd suffered 9 bomber losses and was dispersed from the frontal attacks. The 78th FG lost 9 P-47’s while shooting down the Bf-109 bandits. Now this is where an optional rule comes into play that has not been mentioned yet. When fighters engage bandits they pull a chit at the end of the dogfight that simulates some of the group going “bingo fuel” (low fuel) and having to return to base early. This chit is considered “casualties”, but not actual losses if that makes sense, for the rest of the mission and might affect performance in later dogfights. I did not use this rule in other dogfights because the fighters were always close enough to base that they would not be intercepted again so it wasn’t necessary. The chit pulled was a -2 meaning 6 fighters returned to base early. Unfortunately that made the 78th Shaken for the rest of the mission. No losses were suffered by the 301st or 322nd BG’s but the 392nd lost 6 more bombers while shooting down one of the Bf-109 bandit groups. Those bandit losses caused the removal of one squadron counter from hex 10 which might lessen any interceptions on the return trip. All Luftwaffe squadrons that intercepted are now rearming and might get to attack again later in the mission. As our wing moved into the target hex (7) the 392nd failed to recover from it’s dispersed situation even though it had a 90% chance of success. Grrrr… All adjacent Luftwaffe squadrons were still rearming so there was no interception in the target hex.

The 392nd lost 3 bombers to flak. It’s just not their day. However we registered 11 hits in spite of the bad weather and dispersion modifiers on top of the 4 from the RAF and that was more than enough to destroy the airfield for 4 VP’s. That added enough points to the Bandit Disrupted track to cause the removal of another squadron from the map. It is to be the closest squadron to the target hex with my choice if all are equal distance away. Since there were a number of squadrons one hex away I chose the squadron in hex 10 because it was in our direct path home. All other Luftwaffe squadrons in range were still rearming on our return leg so that ended the mission. The 78th FG bingo fuel aircraft did not become a factor after all.

Since this was already a long post I’ll stop here and give the results of week 2 after resolving them, possibly tomorrow although it’s a busy weekend for me. We are now only two VP’s from a Great result. More to come…

Edit - In retrospect the 78th FG probably should have been flying Low escort. Out of the Sun is not a Galland tactic and it would have given me better odds of choosing which bandits to attack, even though the first attack would be with a -1 AtA modifier.

B-17 FFL Operation Crossbow (March thru May 1943) AAR continued:

May Second Week Report:

We lost two of our 22 SO points to a V-1 attack this week. Since the Wizemes V-1 site had medium damage and medium intel we sent an air recon group back there for a better look and they did improve the intel level to High. Our other recon group went to the Diepholz, Germany airfield in hex 14 and also got a High intel report back to us for the site. Weather for the week was partly cloudy for England and zone 1, and clear for the rest of the map.

1st Wing – They again targeted the Wizemes V-1 site, hex 11. Destroying the site would be more than enough VP’s to give us our Great rating for the campaign. We spent 18 SO points on our bomb loadouts of M34’s and M43’s. Luftwaffe response against the mission was Average so only the bandits in hex 11 can respond, or so we thought. Turns out we were tailed across the channel (event card) and that raised the Luftwaffe response to High so up to 5 bandits could intercept including those from adjacent hexes. Two chit pulls were No Bandits. One was a Bf-109 from the target hex, one was an Me-410 from an adjacent hex, and the other was a Novice Fw-190 also from an adjacent hex. Since the Fw-190 group was Novice they had a 0 for the number of times they could attack when not originating in the target hex so they missed the interception completely and returned to base. Stupid rookies! Both interceptors would dogfight our 56th FG. The 56th lost 9 P-47’s but shot down both bandit groups in return fire. Each of our bomber groups lost 3 aircraft to flak, 12 total. Our bombers scored 14 hits on top of the 5 already inflicted from last week and that was more than enough to destroy the site, giving us 8 VP’s and the Great result. Mission accomplished!

At this point there was no need to resolve the rest of the month, especially as time is short for me this weekend. As always I hope some of you enjoyed my AAR. Not sure if I’ll do another one or not. Ironsight over and out, at least for now. :)

I was going to post about this. I’m hoping for a 100% turn based R:TW.

For those who are so inclined, Slitherine is taking applications for beta testers.

Since the Fleet games were recently brought up in here:

2nd Fleet is being resurrected. Time for someone to do an updated version of the game.

Nice work! Overall thoughts on the game?

I just want a “USS George H. W. Bush” CV counter!

I figure this thread is more appropriate than the giveaway thread. I have a 50% off coupon to Matrix/Slitherine thanks to being a member for 17 years and to be honest, I can’t find any games that I really desperately want right now from them. The coupon expires in about 25 days and if anyone would like to have it just send me a PM.

In short I think it’s a fine game and a lot of fun. The physical quality of the map, counters, and cards is very good. The latest edition of the rules is way better than the original booklet that comes with the game. Having it up in pdf on my computer actually made it easier for me to search for little details when I was unsure about a certain rule. Once you get the hang of how a turn flows you don’t really need to constantly check the rules. There are enough decisions to make in the game for it to be challenging without getting you bogged down in too many details.

The Crossbow campaign was a bit easy in part because almost all the V-1 sites were in hex 11 so that meant a large number of bandits would never intercept. It allowed me to focus on those sites and ignore aircraft factories for the most part since I knew most bandits would be out of range of my targets. I might play a later war campaign next where we have to fly into Germany. That could be much more challenging.

I think I mentioned it in one of my AAR’s but the feel of the game is good. By that I mean that it feels like you are in charge of the Eighth Air Force campaign of strategic bombing against Germany. I would not call it a simulation though as many things are abstracted, but at the same time it’s realistic enough that you feel like you are recreating the air war. Dean Brown did an excellent job straddling the line between a detailed simulation and a game that might be too dumbed down.

So overall I’d give the game a thumbs up. Well worth the money to me and very entertaining.

So now @Brooski it’s time for your AAR on Omaha Beach. With lots of pictures of course. ;)

Edit - And if anyone does want a detailed simulation of the air war over Europe then check out Gary Grigsby’s Bombing the Reich at Matrix Games. I was an alpha and beta tester for the original game published by Talonsoft back around 1999. Haven’t played it in years so I can’t comment on the remake by Matrix but it is truly a monster game with the full campaign lasting around 700 turns as I recall. There are shorter scenarios too of course.

Edit - First impression video by thehistoricalgamer at Youtube that I have not watched yet: https://www.youtube.com/watch?v=hGYa2hXGbhk

Wow, it’s cool they’re still making content for Graviteam Tactics: Mius-Front:

Even with Tank Warfare: Tunisia 1943 being a newer game.

I finally set up the Library of Napoleonic Battles’s Ligny. Had to wait for the 1/2" sleds.

It’s so small!!! Compared to Hexasim’s system this one certainly seems more suited for longer battles/campaigns than for single engagements.

So change of plan. I will use this as a learning game and immediately play the full Waterloo campaign (3 days and 2 maps as opposed to 1 day and 0.5 maps -with half of that probably not being used-).

So far, as I familiarize myself with the rules, I have noticed it has a lot of hidden units info, but also that turns are fully sequential (no chit pulling or alternate activation) so I can play a full turn per side per day and forget the troop disposition the next day.

I’m really enjoying the vertical wargaming thing.

Magnets? Regardless, I dig the vertical thing

Adhesive magnets + counter sleds…

Sweet, @Juan_Raigada Does anyone here Vassal at all?

I’m sure many folks do.

I do sometimes myself but only for forum/pbemail games. I don’t have much time for a full real time-session anymore. Vassal is convenient for forum games.

If I am going to solo I’d much prefer to actually touch the counters.

Well, I posted in the main Games forum. It got looks, but I am not holding my breath. :)

My copy of the World in Flames Deluxe Collector’s Edition arrived a couple days ago. It’s a high-quality product!

The maps are glorious! They’re mounted, which is a mixed blessing; in some ways I prefer to put plexiglass over a paper map. I suppose I could plexi over these mounted maps; would that help prevent warping? Or would it be heretical? Just as Juan likes to actually touch the counters, I actually like to touch the map.

My main issue with the maps is how to orient them. I prefer to have them all sitting east-to-west next to each other, but that means 4-5" of the map hang off each end of the table. For now I’ve “solved” this by sliding plexiglass under the maps. They seem pretty stable, and nothing crucial has to sit on the map edge, except for units stationed at Hawaii. Those could be moved nearby in the event of seismic activity on the far east end of the Asia map. :)

The rulebook is a sweet, full-color glossy thing. I’d actually already read it through more than once, online, but the paper copy is easier to read than a PDF. (Though not easier to search.)

The counters are gorgeous! I hadn’t appreciated until now that, in general, WiF counters aren’t cookie-cutter identical units. Convoys are, but most everything else comes in a vast array of flavors. Really neat.

One moral question will be whether to clip the counters. They have side sprues, not corner sprues; with corner sprues, I’d be more inclined to clip. I’m still debating this important issue. Probably the answer will come to me as I set up my first country’s units.

I used to prefer mounted maps, but now that I’m going with a vertical magnetic setup, I actually can’t play mounted maps.

I use a round cutter for the side sprued counters. Hexasim has these (although the corners are round on theirs). Still not as nice as counter sprues clipped with a 2mm OLCR, but clean enough.

Really cool! Geographically, what is included? Africa and Americas too?

There are four main maps, each 22.5" x 32.5". Two of those maps comprise Europe (stretching to N Africa, the Urals, and the Mideast), and the other two comprise Asia (from India to Hawaii). Plus there’s a smaller mounted map of the Americas and Pacific/Atlantic oceans; this map sits east of Hawaii.

This edition does not include Scandinavia or sub-Saharan Africa, but I don’t really mind. (You can get those maps separately, but most people don’t seem to use them.)

Anyway, this means my table now has a 90-inch wide map stretching from Morocco and Ireland in the west to Alaska and Hawaii in the east. This is what I want from WiF: a grasp of how the global war fits together. The U.S. and the Commonwealth, in particular, will have to decide which theater gets which units. The Allies have to decide what (if anything) to lend-lease to China or the USSR. Japan has to decide how to balance commitments in China, Burma/India, the Pacific, and Russia/Mongolia. Italy has to think about whether to pursue Greece, N Africa, Gibraltar, and also how to stay alive. Germany has some decisions already familiar to me from other games: Barbarossa, and if so when? Sea Lion? Balkans? Attack Spain, to get at Gibraltar? But Germany also has to make interesting production choices: e.g., how many U-boats to build.

In fact, every country has to make interesting choices on production. WiF’s semi-random production system means you’re often not quite sure about the quality of what will roll off the assembly line.

So far I’ve resisted the temptation to clip counters! The counters come off their trees pretty cleanly, so I’m not feeling the need. I actually enjoy clipping, but it does make my aging hands hurt. So, maybe not.

Yes, I’ve played WIF before. Great. It sounds like Africa in Flames didn’t make the cut in Deluxe, but I’m glad the Americas did.

Agree, it helps to “see and grasp” in a glance how the theaters fit with each other.

Not my personal favorite…due to the huge scale it never felt like swiftly moving ground wars with seamless air/land/sea operations. Is it still using a production wheel?