Friday, February 19, 2021

Modern 1980s War Games: The Structured Turn Sequence

    Will it be "Fire then Move" Gentlemen...
 www.asisbiz.com/Battles/Barbarossa/images/German-Tank-column-on-the-move-Russia-01.jpg

    ...or Move then Fire?? 

While it is simple and addictive, I don't like the "Alpha Strike" aspect of Ogre / GEV. It is true that the technology envisioned in the game allows for constant movement and firing, much like the modern M1 Abrams has - but better one would think as it is 2085. Therefore much of the vehicular combat would be more like a naval engagement, with constant movement while firing on the move. However, in terms of game play, you get to move and fire without taking any fire. In terms of the technology, one would assume that if nothing else there would be a simultaneous combat between the moving player and the units he attacks, and sometimes one will miss on the CRT while the other hits, which takes into account one side hitting the other first.

Modern warfare does have a certain element of Alpha to it, no doubt, but the Alpha Strike has to do with combat effectiveness, the combination of training and technology. It isn't caused by a turn sequence that allows you to move and shoot before the defense shoots back. The general consensus would be that defenders are lying in wait and can shoot back first. Of course, if they are otherwise engaged by a unit - and their attention is focused there - or they are focused on movement, they may not be ready to shoot first.  

So, altho we can't always give the defender a shoot-first, we should always give them a shoot-first possibility, IMHO. This represents the defending unit has spent time preparing for an enemy advance, and will generally be ready for it. In my modern combat games, I call this "Ready" and it functions like a "saved" Action that is spent later. It's not a new concept, but the game that inspired me the most would be Andy Chamber's "Starship Troopers" published by Mongoose Publishing..

It's the same old problem: Move OR Shoot?  Move AND Shoot?  Shoot AND Move? 
When does the opponent get to shoot?  IGO-UGO or integrated turn? Or, splice the turn sequence by activity type, like like so many 1980s classics by John Hill, Frank Chadwick, et al. Well, does it make it easier to play with the old 80s style turn sequences?  My thought is so, but let's talk about that...

                    Just looking at this pic gets my blood up to play this game again!

ORIGINAL "SQUAD LEADER" (1977-ish) has a classic example of this highly structured, segmented by activity type of Turn Sequence, comprising 2 player turns of about 5 minutes with the following phases:
1. Rally Phase [also, artillery requests begin here]
2. Prep Fire Phase [also, artillery requests from last turn arrive]
3. Movement Phase
4. Defensive Fire Phase [also, artillery requests from last turn arrive]
5. Advancing Fire Phase
6. Rout Phase
7. Advance Phase
8. Close Combat Phase [also, artillery requests continue]
Eight Phases!  These  phases regulate your plans to, essentially:
PREPARE your troops, lay down preparatory fire to suppress the enemy, move [receive defensive fire], fire any units which moved - or have not moved or fired yet, ALL units of BOTH sides that have been 'broken' by fire run away to cover, and then the phasing player advances any of his units one hex including into an enemy hex - if that occurs, there is close combat. 
Your opponent then gets to be the Phasing Player and has the same sequence to do the same back to you.

It is essentially an "IGO-UGO" turn with an integrated move/shoot sequence [that incorporates Defensive Fire] followed by Close Combat.

FRANK CHADWICK modern game Turn Sequences
Main reason this fellow gets a section of his own is that I have a number of his games, and his 80s Turn Sequence evolves in various ways over the 30-year span of the rules - interesting!

1981. 15mm Traveller Miniatures: "Striker"
This one is actually a lot like "Squad Leader" but it is not as well explained. While much briefer, the rules are not as clear as SL, IMHO. The scale is 1mm=1m [or 1/1000] and represents 30seconds of activity. The turn sequence is:
  1. Command PhaseBoth sides decide command functions for their Leaders – Lead, Order, Rally - and issue any orders, or request IF Fire Missions for next Turn [or later].
  2. P1 Move Phase. P1 moves his units [P2 OpFires DF units that didn’t Move last Turn ].
  3. P1 Fire Phase
    • P2 Fires. P2 IF arrives; P2 then Fires DF Units that didn’t Move last turn. 
    • P1 Fires DF Units.
  4. Melee Phase
  5. P2 Move Phase. P2 moves his units [P1 OpFires DF units that didn’t Move last Turn ].
  6. P2 Fire Phase
    • P1 Fires. P1 IF arrives; P1 then Fires DF Units that didn’t move last Turn.
    • P2 Fires DF Units.
  7. Melee Phase
  8. Panic Morale Check Phase. Both player’s Units check for Panic as needed.
I like how the turn starts with leader actions that will shape the turn.  Aside from that, it is an IGO-UGO move-shoot-melee sequence, with shared Command, Melee and Morale Check phases.

1987. First Battle modern era: "Team Yankee"
I really like this board game, altho I have not played it thoroughly.  It is certainly an enjoyable intro to modern combat, which is more than most modern combat games can say!  Nice balance of realism and playability. I have a few posts of it here [click]. It turned out to be the first of a series of games off the same design, and they ended up being name the First Battle system. For a nice overview and review of the system, go to BoardgameGeek here [click]. A hex is 200m and a full game turn is about 5 minutes [not defined].

Game Turns [GT] consist of two Player Turns [PT] with Artillery at the beginning and end. 
Artillery Fire Mission Requests. [P1 and P2]
Player Turns
P1 Prep Fire.
P1 Movement with 2P Reaction Fire [RF; 2P RF units sacrificed their move in e].
P1 Advancing Fire.
P2 Prep Fire.
P2 Movement with 1P Reaction Fire [1P RF units sacrificed their move in b].
P2 Advancing Fire.
Artillery Fire Mission[s] Arrive. [P1 and P2]
One interesting twist on this Turn Sequence is that the side given "Initiative" by the scenario - usually the attacker - can choose to be Player 1 or Player 2 each turn. This can allow him to go twice in a row. Altho he must grant the same to the opponent first, deciding on the timing can make up for it. An advanced rule adds a simple command control rule at the start of each player turn but it isn't a "phase".

1991. First Battle modern era: "Battle for Basra"
This free game takes the "Team Yankee" design and bumps it up to a counter being a company instead of a single vehicle or team. Also, the Turn Sequence gets a little twist, giving the US a Move-Shoot-Move turn, but the Iraqis a Shoot-Move turn. This gives the US two gears - forward and shoot, and shoot and retreat - while the Iraqis are confined to reverse gear - shoot and retreat. There's zero chance of a counter-attack with them, pretty much. While a very interesting exercise in Turn Sequence design, I found it too easy to beat up the Iraqis and opted to use the TY sequence instead!



1991. First Battle moderns - WWII to the Gulf War: "The Sands of War"
This has the same Turn Sequence from TY, but adds an actual Command Phase at the start of each player turn. The CC rules are also fleshed out, and units out of Command Control are basically halved in effectiveness. I assume the rules for the 1990 Battlefield Europe are almost identical.

The Sands of War ups the TY design to one counter is a platoon [instead of one vic or a team], and a turn is 15 minutes. I think that's a bit long - feels more like 5-10 minutes. This game starts with WWII 1940 scenarios and takes the player through several more middle east wars including the Irab-Isreali Wars, Iran-Iraq War and ends with the Gulf War in 1991. Perfect vehicle to study not only weapon systems from 1940-1990 but the rule mechanics for them! 



1991. First Battle WWII: "Blood and Thunder"
This is the full maturation of this set of rules, far as I can tell. The rules are almost identical to TSoW but the assault / same-hex combat rules are thought out in much more detail - I like them a bit better, altho they add a bit more math, they are much more reasonable.


2012. "Command Decision: Test of Battle"
This is actually a miniatures game, and seems to be the last word in this lengthy series of Command Decision rules.  Here, the Turn Sequence renames a few things and puts the Command Phase at the...end?  Unusual!
  1. Artillery Phase: artillery requests and results
  2. Movement: 
    • Prep Fire is declared sequentially then resolved simultaneously.
    • Side A then Side B moves.
  3. Opportunity Fire: DF and IF are both resolved simultaneously.
  4. General Fire: Remaining Fire is resolved simultaneously.
  5. Command & Morale: Order and Overwatch markers are placed. Morale checks are resolved.
Overall, it is the same sequence, except that Prep Fire doesn't have its own phase, and is incorporated into Movement. Opportunity Fire is then not incorporated into movement but part of a second / final / advancing Fire Phase, which wraps up the Fires. With a Game Turn of 30 minutes and one vic a platoon, all fire is simultaneous due to the long amount of combat possible [intermittently]. Would be interesting to hear his thoughts on this sequence!  Overall, it is a turn 60 times longer than Striker, with many possible outcomes at the operational level.

The main question for me is: 
"Do these structured Turn Sequences make it easier for me to remember what to do and when?"

Some additional thoughts on the Turn Sequence
1) It needs to allow a logical plan to flow in one turn, UNLESS it is imperative or realistic for the opponent to react part way thru the plan, e.g. OpFire. Most of these sequences seem like they will aid you in doing so, altho they can also restrict your reactions because they are less fluid. Overall, I think they not only help a new player to "organize his thoughts and plan" but show a plan developing on the battlefield.
2) In Modern Combat, the logical plan is "Fire, then Maneuver". The intent of the Fire is to suppress the defense - preferably entirely - and allow the Maneuvering force to approach unscathed to make its attack, preferably on the flank or rear. This means that the logical sequence for a modern fight has to be:
Artillery, Preparatory Direct Fire, Movement, [Defense Fire], Advancing Fire [at reduced effect]. All of these follow this pattern with Direct Fire, but the artillery is in various spots, often in a following turn. Easy to house-rule and fiddle with since the Artillery is in a designated phase.

I found Team Yankee and Basra smooth enough in the several games I played here [CLICK]. However, I've put more thought and research into modern combat since then, so it is definitely time for another playtest - but this time with my newly acquired "The Sands of War"!


Saturday, February 13, 2021

Ogre: Objective 218 w' Mr. Winkie -



Combine or Paneuro - the fight between socialist tyrants continues at Objective 218...

Mr. Winkie asked for this game. He is getting bigger - as is his hair. From this angle, he looks like a refugee from an 80s band...[CLICK], but that's the voice of jealousy talking.
Above, the cards laid out, the objective is between, and we are ready to go!

Into out first scrap, I'm pushing hard on the left of the 'board' [created by the cards, the center piece is three "spaces" and next to them on the left are two Combine units - in the right "spaces" are one Combine and one Paneuro unit]. But Mr. Winkie has used a Lt. GEV to attack my command post, knocking out the Howitzer that held it!

I continue to develop my attack on the left, not too worried about the LGEV in my rear...

Couple turns later, I find myself stymied on the left, so decide to throw a right hook at him.  It was not a smooth plan...
I develop my right hook, getting a GEV next to his CP. Then, Mr. Winkie then makes his move - he puts simultaneously puts his Lt GEV into support, and attacks my CP with his Missile Tank, then occupies my CP - DRAT!!
Mr. Winkie is clearly maturing in tactical skills!

Next games, we have some interesting plays to learn. Below, I dropped an OGRE in the right center space pretty quickly.
Altho damaged by his Infantry attack...
...the OGRE continues to apply strong support and supply presence, allowing a lightning attack my my Lt. GEVs!
We then spend several rounds fighting over the space next to his CP, to the right. I keep destroying what he puts there, and he kept fighting for it.
I put a Hvy Tank in...
He cleared it with an Infantry assault...then I deep striked my second OGRE behind it!
Poor Mr. Winkie!
But yeah, his counter attacks were tough, but in the end I maintained my supply lines and took his CP - one for the Old Man!

We played a few more games and settled on a 2-2 tie. A tie-breaker is in the future!

Ogre: Objective 218 delivers on its promise to give you an engaging card game. Altho it is a sci-fi armor game, it feels pretty true to life for the Ogre universe, anyway. There are numerous and many tactics to try out, and my only regret is that I don't play it often enough to figure out more.  A compact and inexpensive game, I still heartily recommend it!

Sunday, February 7, 2021

Sci-Fi fun w' Mr. Winkie - Terminator Genysis

Terminator Genysis Boardgame - Mission 6
pa-pow-pow-pow!  Take some beatdown from Ahnold you mercurial creep!

This mission has our intrepid band of heroes traveling from the bottom right corner of the board to Waypoint C, all the way on the left [small room tile]. The challenge here is that Skynet controls the 6 doors that block the route, and the Team can only open one at a time - opening the next door closes the previous one.  The Team needs to stay close together so no one gets left behind.

This team has Ah-nold [played by Mr. Winkie] a walking wall of firepower and fist-pounding abilities, and "Alex" the techno-geek and hacker [yours truly]. Alex is essential in this Mission as he has a techno-"interact" box in which any dice placed may be changed to any value. So if you put a die with value '3' in there, but you need a '1' to open a door, you can change it to the '1' or whatever you need.  Without this ability, the team is dependent on rolling the exact number needed to crack the door code [1-6] or  is stuck. With 4 dice per player character [8 dice] that is still likely to happen but you end up hovering around the computer terminals trying to roll the right values.

The Team has three additional Resistance Soldiers.  They are pretty good, except that you need to use your dice to use them.  If the dice you place on their card is a 1-3, they get 1 Action; on a 4-6 they have 2 Actions [Move or Fire, basically]. With three of them, that means that 3/8 of our dice are needed just to move and fight them, and one dice is needed to open/close doors, so there's 4/8 dice left.  Allocating dice resources will be in important decision!  Remember, every turn Skynet has a chance to add a few reinforcing machines into the map, so there is an aspect of running against the clock.

Furthermore, while one can roll well and not end up with additional machine reinforcements, the Waypoints are triggered by entry into the Area where they are located - as there is no way to traverse the map without "triggering" Waypoints, some of those unpleasant surprises are going to happen no matter what. And as one doesn't know which value the Waypoints are usually [Alpha thru Hotel on one side, but a "?" on the other] one has to be prepared for something super nasty each time you enter a Waypoint's Area.

Hope that all makes sense!  It gives the game great replay value with every mission.

In this run of Mission 6, we have Ah-nold with the white ring, Alex with a red, and the three Resistance Soldiers in Blue, Yellow and Red, all at bottom right. Above are the lines of machine reinforcements that may enter when Ahnold [white line of machines] or Alex [red line] are done activating. Below are our character tiles with various Equipment and Weapon cards, and our Class Cards [which are enhanced personal abilities for Ahnold and Alex, such as additional wounds, moves, etc]. The game takes some time to set up, about 20-40 minutes or more, due to the many tiles, obstacle counters, player characters and ability cards, etc. It is not a quick casual game like OGRE 218!  But it is certainly a richer game.

We didn't make it far before some reinforcing machines entered right near our start point [the reddish 1-2 diespot tile at left], and both a T72 weapon platform [we call them "doggies"] and a T-800 exoskeleton enter and blast the red Resistance Soldier [two red skulls]. Fortunately, Alex is on overwatch and takes down the T-800 [three white POW!s].

Having held off the attack on the rear, the Team moves through the next couple of rooms and passes a couple of Waypoints relatively uneventfully. As we get to the end, a strong sense of foreboding comes upon me...things have just been too easy! While Alex hacks doors just off the right of the pic, Ahnold and two Resistance Soldiers prepare to trigger the last Waypoint. I insisted that everyone be loaded up and ready to fire before Mr. Winkie sent in Soldier Blue to see what Waypoint Delta is...

...and I was right!  It's a T-1000 and it quickly spears Blue with his sword-hand!  Having taken Blue down, the T-1000 advances on Yellow and Ahnold.  Alex then joins the fight and between everybody, we stun the T-1000 and push it back into the bottom-left room corner...
...then we dash past it when it was still hampered by damage. Waypoint C beckons, and we escape!

In this second run, we decided to try it alone without the additional 3 Resistance Soldiers. We got partway thru, when I forgot about the "one door at a time" being open, and left Ahnold behind!
Compounding the error, Mr. Winkie rolled for a T-800 to enter right behind Ahnold, who then rolled a perfect 3/3 Hits on his Attack Dice [three Red Skulls]. I rolled that!
Ahnold goes down!  And the door between us is closed!
On Alex's next activation,  he opens the door again, dashes over and performs 1st Aid, saving Ahnold.
In a masterful Feat of Arms, Alex blasts the T-800 to pieces with his plasma rifle.

We then move on through the power generator tile. We carefully trigger the next Waypoint, which is the T-1000! Glad we are in a large 2-tile Area and have a little tactical space - we might survive!
First, Ahnold advances and blasts it with his shotgun, knocking it back and stunning it.
Unfortunately, Mr. Winkie then rolls for two machines to enter right next to Ahnold! The HK and the T-800 are at point blank range.
Fortunately, Ahnold has some Overwatch on hand [we allow you to save up dice you haven't used for Combat]. He whirls around and blasts both machines to pieces!
We quickly re-route ourselves around the stunned T-1000, which only recovers one Hit, fortunately.
This makes it pretty easy to run into the last waypoint - it turns out to be the only beneficial Waypoint in the Mission, so we keep going into Area C ignoring it and ending the mission.

I'm still trying to find the right balance of overwatch activity. I hate "wasting" dice when there is no use for them, but too much saving of dice makes things a bit too easy. The best thing is to allow reinforcing machines - whether ambushing from a doorway, or just activating normally and catching up - to move and shoot first, then use our "saved" character dice to react to their advance.

Overall, this is an excellent game with quality components and solid rules that needs no tweaking, but you may want to do so just a bit.  There's plenty of replay value and the miniatures are excellent and flash-free.  Mr. Winkie will ask for this game before almost any one of them. Now that he's 11, he is getting better and better at thinking tactically altho he still gets easily distracted by shiny things.

Highly recommended game!