You can find out more about the game on my PhD Wiki.
| My control set-up, one screen per side |
| Red's view of the battle |
| Blue's view of the battle |
A collection of posts on topics that interest me, principally wargaming, but also space, SF, AI, hiking, space and wild places.
You can find out more about the game on my PhD Wiki.
| My control set-up, one screen per side |
| Red's view of the battle |
| Blue's view of the battle |
Jaws of the Dragon was a megagame held in London by an academic colleague looking at a potential Chinese of Taiwan. The game postulated that the initial landings had gone well, but now a week or so later the Chinese are starting to get bogged down and the US and other nations are mobilising to come to Taiwan's aid.
Being a megagame the main part was the hall of teams playing each nation and having political discussions and issuing orders to their armed forces. I was in the LOCON team, playing the Chinese Army on Taiwan, and other tables were managing the air and sea battles. A high level set of hex-and-counter type rules were meant to control the combat but in the end we freestyled quite a bit, guided by the rules.
In terms of how the game went, we almost managed to break-through the main Taiwanese defence but the US Marines arrived just in time in order to hold the line. Our biggest issue though was that the US subs had effectively blockaded Taiwan from China, so there was no way we were going to get resupplied or reinforcements. Apparently there was not a surface ship form either side left on the high seas. The US did a strategic air strike against Chinese industrial centres - particularly chip fabs, and the Chinese responded with small nukes against a US base in Japan. The US thought about it, sacked their President, and decided not to respond (or the other way around!). The real winner was probably the Philippines which had now become the dominant Naval power in the region and was wielding a high degree of influence!
My first experience of this type of game and great fun!
| The Hall of Nations! |
| Chinese High Command |
| The Sea/Subsea table |
| Our Land table |
| The Air Table |
| Close-up of the fighting |
| The sentiment meter was a key part of the game |
Not sure if I'm going to get as far as a review post on COW (and I've put a load of photos up anyway and written the WD page on it at https://wargamedevelopments.org/conferences/cows/cow-2023/), but here some of the pics from my big game at COW - City and CEMA, which was also billed as The Battle of Redditch 2027.
The game is a reasonably serious attempt at a modern Brigade-level urban wargame, with all the UAV, Cyber, EW and other whistles. You can read more about it on my PhD wiki at: http://taunoyen.com/wiki/doku.php?id=cityandcema:cityandcema
And here's one shot from my smaller solo card-based game, Rubble Town, being played head-to-head with two decks. Again more info on the wiki at http://taunoyen.com/wiki/doku.php?id=rubbletown:rubbletown.
For Wargame Development's VCOW virtual conference at the start of February I'm planning to do a "vertical" wargame, where players (Pl Comds) get a table-level web-cam view of what is going on as they try and fight through the city. Played through DZC a few times and done some 1985 stats for it. And here's a couple of images from the technical testing. Will test with some remote players next week.
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| Chieftain on the prowl - pity I haven't got the Berlin Brigade urban cam |
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| The two platoon cams, plus an overview cam |
Don't really want to have to double post my PhD game reviews so here's the link to the review on my PhD wiki, and a near end game screenshot.
Bottom line - pretty good solo game and great value for about £7 print-and-play.
Donestk: Battle for the Airport is a small folio game by Tiny Battle Publishing (also published in Flying Pig Games's Yaah! magasine, so annoyingly I bought it twice!). It represents the multiple fights over Donestk Airport by the Ukrainian Army and Dontesk Separatists in 2014/2015. Not my usual fare but the reasoning will hopefully become clear in a few weeks!
PDF for $17 ($28 printed). 14 pages, including 4 scenarios, game notes and a 1 page QRS. All nicely laid out. One counter sheet (double sided) and an A3 size colour map. Didn't take long to get it all printed out. Didn't bother to mount on card stock or anything.
I played the first, introductory scenario, where about a company of Separatists had sized the terminal buildings, and a company (-) of Ukrainians, with close air support was sent to oust them. Separatists set up anywhere (but in the terminal is the sensible place), and Ukrainians start on the board edge.
I decided to hold the Coy Comd back on the board edge to bring down the close air support and then put a platoon in on each flank. The air support wasn't devastating given the solidity of the buildings and only 50% effective on lower floors but was enough to soften the Separatists to the point where one platoon could (at the second attempt) storm the building. As they started to clear rooms the second platoon which was attacking over more open ground in the East got repeatedly pinned by the Separatist team atop the Old Terminal and survived several airstrikes. The Pl Comd got hit and pulled back into the Metro while his BTR's gradually weakened the Separatists in the Multi-Storey. On Turn 6 the Separatist hit their hesitation level, and so on Turn 7 the Ukrainian just had to choose their positions to surround the Separatists and it was all over.
Pretty good game. Interesting that the rules were a differential CRT rather than the more "traditional" ratio CRT I'm used too. A few gaps/unclear points but otherwise the core mechanics worked well and certainly gave you some sense of the battle. I'll try and play one of the more complex scenarios next week.
Whilst my Combat Wait Out rules are developing OKish for games with Bn and smaller forces I've always wanted a more "operational" set for playing Bde and maybe even Div level engagements (shades of SPI NATO Division Commander). Brigade has always hard a particular interest for me having spent 2 years at 24 Airmob Bde HQ, and in the last few months I've actually also been wargaming with our current 3 Div brigades. That plus holiday reading the other week of Russell Phillip's The Bear's Claws and Harvey Black's The Red/Black Effect meant I was keener than ever to get something on the table.
The rules I developed for my BAOR game earlier in the year (on the SPI map but rules developed from FreeHexBlitz) seemed to work pretty well, so I've refined them for play at Bde rather than Corps level - but the aim is to have the same core rules deal with Bde to Corps.
What I want on the table is something that is not a million miles from an SPI style game with figures. I've got a nice 4cm hex cloth, and all my 1/300th are mounted on 4cm hex bases, so half way there! As ever getting building scales is hard, proper 1/300th is too big, Brigade Models 1/1000th too small! Actually some old 1980s Heroics and Ros cardboard buildings were not too far off! In future I might try with 2mm models and then the 1/000th might work well.
At this scale each hex is 500m. Units are represented 2 down, so for a Bde game the manoeuvre unit is the Company.
I don't like the SPI CRT ratio approach, and "my" BAOR/FreeHexBlitz rules gave each unit:
| A Company RGJ dug in at Warberg |
Here's the table set up showing the valley between the Elm and Lappwald hills from Konigslutter to Helmstedt.
Need to find an easy way to show roads! Note also that the hex grid just disappears at any reasonable distance.
And here are the two opposing forces 1 RGJ Battlegroup and 62 Guards Tank Regiment lined up on the parade squares ready to deploy.
| RGJ Battlegroup with Sqn from 3RTR |
| 62 Guards Tank Regiment with integral BMP Bn |
Will report back once I've played a few turns. Working title for the rules in FRAGO!
PS. Would also like to try out the WDG megablitz rules, and just as I started writing this the latest TooFatLardies video was previewing Dave Browns new 'O' Group rules for "Battalion and up" - but they look more Rapid Fire style but potentially with some nice mechanics.
| Section Commander moves forward to the next block |
| Fire Team B provides cover from one roof top, dead/wounded insurgents L and R |
| 3rd BMP Platoon passes the burning MFC Spartan. Suppressed 1st UK Platoon in the distance. |
| 2nd BMP Platoon breaks cover in front of 1st UK Platoon |
| The T64s reach the tree-line recently vacated by the Chieftain Troop |
| A lone T64 dashes forward |
| BMP burns on the highway, platoon mates disordered, and the Gunners drop short! |
| British (near) and Soviet (far) stonks reduce visibility |
| The fight for Almstedt Wood, Chieftain and T64 firing but not yet hitting. |
| Example Activation and Information Cards |