Showing posts with label spi. Show all posts
Showing posts with label spi. Show all posts

Monday, 14 March 2022

NATO Division Commander

 


About 40 years ago I lusted after SPI's NATO Division Commander. I had The Next War, but NDC just kept being delayed, but the rumours that it had a PC companion made it seem like the game to have. But a combination of price, delays and starting to soldier for real meant that I never got around to buying it.

Fast forward 39 years and I started tracking NDC on eBay, most copies where £150 and in the US (so add £30 postage!), but Hind Figures had one, looking battered and "only 1 map" for £100. Then a week or ago so someone had a map on its own, I picked that up for a bargain, debated whether I could survive with just the map, PDF rules, and self-printed PDF counters, but once I had the map in my hands I decided I really needed (wanted) to bite the bullet and get the whole thing. 

Discussions with Ian at Hind to confirm the state also revealed that it was actually 2 (!) sets he was selling, but the boxes were so battered and counters so intermingled that he couldn't face trying to divide it up to confirm 2 sets. So in the end I decided I might as well be the one to sort out 1200 counters so I made him an offer and the sets were mine.

Yep the boxes are pretty battered, and there is a bag of ~700 counters, but the rest are unpunched, and it does look like there are 4 maps there (NDC is one of the few games with a double map set for hidden movement/umpire play).

I've already got the starter scenario - Advance on Fitzlar - laid out, ready to be played over the next week or so.



So the plan is try create two separate sets, and sell one. As long as most of the counters are there I'm not too bothered by completeness (will probably create some UK ones anyway), so I'll give the "for sale" set the mostly unpunched counters. I will probably keep the better box (still tatty) but make the second box at least usable. Then I'll put it on eBay and see if I can recoup some of the cost. And then there's always the 5th map! Given my schedule don't expect me to get it done til late summer though!



Wednesday, 11 December 2019

Preparing for BAOR 1988


When I started to resurrect my 1/300th Cold War Gone War wargaming a few years ago I was keen to have some sort of campaign game to give context to any battles. I then discovered that SPI did a BAOR game (I have their Next War, but that has Div/Bde units and ~10-20km hexes, and I wanted Bn's and ~2-3 km hexes (ie a table) - which is what BAOR has.

I set up a eBay search on BAOR and kept my eye out at shows but to no avail. I managed to find hi-rez scans of the map and counters, and a copy of the rules. I was on the verge of getting the map printed at A1 when I found a copy of the game (less the magasine and the glorious cover above :-( ) on eBay, so now have the proper map.

Of course being me I wasnt happy with the rest of the game. The counters were more like 1983/84, whereas I wanted 87/88 - when I was in BAOR. Also the rules, whilst they used Fatigue for partial damage,  use the standard ratio based CRT of almost all SPIs types games. I can't say I get along with this model, as every game SPI I've ever played comes down to getting enough points together to just make a ratio threshold, and you lose all sense of what the units are.

I'd been looking for a set of "operational" level wargame rules for a while. I thought that Rommel might fit the equation but it just wasn't what I wanted. I found FreeHexBlitz on the web, and thought it a pretty good start, so I started working up my own rules, the key elements being that each unit has:


  • A size rating, effectively companies/squadrons, which gives how many D10 you roll
  • An attack rating, based on the type and quality of kit
  • A defence rating, based on the type and quality of kit

A key decision was that ratings are relative to the norm of the day, rather than trying to work out any details of armour, penetration etc.

Of course all this meant that I needed to create over 200 counters. Luckily I found this YouTube video by RK who had two great ideas which worked really well:


  • Use the Panorama feature in IfranView to join images exported from PPT into strips, and then join the strips into sheet. Very simple process
  • Use Self Adhesive foam sheets to give the counters more depth than card and make then easier to manage

So SPI map out, my rules play tested over the last couple of weeks, counters made, and all ready to go in time for Election Night!









Tuesday, 10 September 2019

BAOR Game Revisited




One of the things on my to-do list is an operational set of mechanised rules for use in WW2 (Desert especially) and "modern" - in particular BAOR of around 1987 when I was there. The aim is to not only have them as a game in themselves but to use then to generate tabletop scenarios. ConnectionsUK got me back into thinking about the rules and the BAOR game in particular, especially how over complex (and expensive) Next War: Poland seemed to be.

I dug out my existing "modern SPI" collection, the original SPI Next War monster, Modern Warfare's take on WW3 and one of their recent Putin games), but these were all with Corps/Bde manoeuvre units, and I wanted Bn. The original SPI BAOR is very close to what I want and I've now assembled the hi-rez map, counter sheets and rules electronically, but a few things have stopped me from just printing it all out and playing that:


  • The Orbat is more like 1984, when BAOR was going through the Field Force phases, and 24 Inf Bde was not yet airmobile
  • The map has been turned 90 degrees!
  • I don't know/trust the provenance of the Attack-Defend scores
  • The CRT looks like a fore-runner of the Poland one!
  • I'd rather wait til I find a paper copy!

So it's definitely going to be roll-my-own. I started off a while ago with a set called FreeHexBlitz, and I think I've already completely rewritten them to get something which is a hybrid of the board gaming and table top gaming approach. I've also decided to play it all out on Roll20 (using the BAOR map but my own pieces) at first til I know it all works ( I keep redo'ing activation cards, don't want to have to do the same with 1/2" counters!).

Will report back as it develops.

Thursday, 18 April 2013

Seelowe - The SPI Game of the Invasion of England


During a wonderful week's holiday up in the Forest of Bowland ( walking in the day, gaming in the evening - mostly Britannia) I managed to fit in a solo play of the old SPI Seelowe game of the planned invasion of the UK by Germany in 1940. Since I grew up around Dorking in Surrey, right by the Mole Valley gap my childhood walks were always full of pill boxes, and ever since the Battle of Dorking pamphlet of the late 1800s the area has always been seen as a strategic focus for any invasion.

I decided to play the September Navy scenario as this was the most realistic in the game. The invasion is focussed on the ports of Kent and Sussex initially, and comsists of a small early assault phase followed about a week or so later by a moderate main landing force. This is not on the scale of D-Day.  It is assumed that the RAF was eliminated in the Battle of Britain, and that the Royal Navy has been locked out of the Channel. The Luftwaffe is flying regular interdiction strikes from France - but its range is limited, and with daily rolls for weather the ability to actually use the Luftwaffe and land troops can be a pretty hit or miss affair.

The write up was done pretty much turn by turn, and I haven't made any attempt to tidy it up - but hopefully it gives you a flavour of the game. Total playing time was about 4 hours.

Turn 1
German landings at Brighton, Eastbourne, Hastings, Folkestone and Dover
Coastal opposition eliminated. 2nd Div deploys towards Chatham


IMG_2589

Turn 2
British slow to mobilise. 29 Gren Regt keeps 19 Div holed up in Dover. 51 Gren Regt protects L flank at Worthing. 28th Amphib Tank Regt siezes ports along the coast. Main thrust towards Dorking, secondaries on flanks to Maidstone and Guildford. British 1st Div under air attack at Redhill, and 2nd Div destroyed NW of Maidstone. One RAF fighter group lost in air attacks. Rough, landings only at ports.


Turn 3 Rough seas still limit landings, slow expansion of bridgehead. leading forces pushing in to Surrey

Turn 4 Bad weather delays reinforcements and grounds air attacks. GE attack on 1st Div delayed.

IMG_2587

Turn 5 Still rough but skies clear. Luftwaffe interdicts 1st Div and 47 & 48 Armd Bdes at Newlands Corner. Combined assault by 4 Regts and Para Bns destroys 1st Div (and Dorking) for the loss of the paras and a Regt. A proposed simultaneous assault on the Armd Bdes failed to materialise. 64 and 65 Gren Regt close on 25 Bde E of Croydon ready to open the way to the city where defence Brigades are still not fully mobilised.

Turn 6
German assault takes out the 47 and 48 Armd Bdes. Supply issues prevent assault on 25Bde. Germans now have a clear route to the W of London, and in the east are only 3 hex away from Central London. The first wave of the major GE reinforcements are embarked, and the British are belatedly mobilising some of their more far flung troops in East Anglia, Wales, and the West Country.

Turn 7
Air attack on 42 Div S of Guildford fails and one Sqn lost, operating at extended range but despite 8 Sqns on task. Successful interdiction against 7 Div moving SW fm Chelmsford. 19 Div in Dover finally falls, but takes 49 Regt with it. The attack against 42 Div goes in despite the failure of air support, and destroys the Div but 42 and 51 Gren Regts lost. 64 and 65 Regt push 25 Div back, and it withdraws across the Thames. The Germans are only 3 hex away from Central London, and despite forces massing in the Chilterns the situation for London is looking grim.

IMG_2593

Turn 8
The German strategy is to obliterate London before clearing the rest of the country. Weather is storms which delays landing of the main wave of reinforcements and renders the Luftwaffe useless. UK 5 and 16 Div destroyed defending Guildford, 55 and 61 Regt move in, whilst 17 Pz Regt protects the flank from 6 UK Div and 1, 15 and 16 Pz Div sweep on to West London. Other German forces advance on a broad front to the outskirts of London ready for the bloody street by street fighting. A second wave is moving up from the beaches.

IMG_2596

Turn 9
The Germans attempt a first assault across the Thames but are repulsed. 23 Div in Chichester also holds out. British forces mass in the Chilterns  ready for a potential counter-attack to relieve the pressure on London. weather still grounding a/c.

IMG_2613

Turn 10/11
A/c still grounded. Germans force way across Thames in central London but then held. Also across in Thames estuary. Supplies hampering exploitation in E. British Home Guard active and making fighting in London hard, several units unable to get in on W. British forces steadily building in Chilterns bipartisan not enough concentration to take on German screening force.

IMG_2618

Turn 12
Luftwaffe is flying again but loses on a/c in attempt to disrupt units around Basingstoke. GE destroy 5 Div W of Basingstoke, and push further across Thames estuary to complete their encirclement of London.

Turn 13
7 and 27 Divs defending East London destroyed. 6 Div defending Basingstoke destroyed. Only 4 units left in London but defensive line along Chilterns steadily building and Partisan and other forces massing S of Oxford.

Turn 14
Penultimate units in London destroyed. Luftwaffe plus 50,56 and 61 Regts sp by 5 & 6 Pzr and 48 Gren Regts finally clear 60 & 63 Mot Bdes and 21 and 33 Div fm Basingstoke area, only light resistance now between them and Oxford. GE encirclement of London now complete and preparing for assault on 6 Div and 33 Bde around High Wycombe.

IMG_2650

Turn 15
London finally falls as 12 Div and 17 Bde give way under increasing German pressure. The Pzr Regts are immediately dispatched to aid the assault on the Chilterns. In High Wycombe 6 Div and 33 Bde are destroyed, and NW of Basingstoke 56 and 57 Partisan are destroyed by 4 & 5 Pzr Regt. Apart from some militia units nothing stands between GE left flank and Oxford, and the remaining 6 British Divs in the Chilterns are surrounded.

This was the formal end of the game.

Victory Calculations

Ports 10
GB SP ~40
GE SP 106 
>2:1
Decisive German victory

Since the Germans were so close to total domination I decided to just play out their assault on the Chilterns.

IMG_2651

Turn 16 (extra)
Successful assaults on both flanks clear 3 British divisions from Chilterns

Turn 17 (extra)
All British forces except a Mot Inf Bde (Str 1) at Didcot eliminated.

And that was it. The rules say that normally the Germans have a hard time winning, and it's always an issue with solo games as to whether you become naturally biased to one side or another. I made some random roles to decide to strategies - for instance giving the Germans the choice of isolating London ( which I'd have done) or assaulting it (which the dice decided). The weather also frustrated German landings and air support so I don't think they had a particularly easy ride. The British just lacked a decent number of high strength combat units, and perhaps played too passive a game, defending the North Downs/GHQ line rather than trying to push forward and engage - but again I don't think in the early stages they really had the forces to do it.

All in all a fun game thought, and a nice counterpart to SPI's Normandy which I must also replay some time.


***Imported from old blog***