Next War India-Pakistan: An After-Action Review

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C&CNapoleonicsbn1(RBM)

Pakistan started it. It was supposed to be a short, sharp push over the border into the disputed territory. Pakistan had prepared well, both militarily and diplomatically. Initially, the Islamic Republic of Pakistan (IROP) gained tactical surprise over the armed forces of the Republic of India (ROI). Diplomatically, Pakistan secured the support of the People’s Republic of China (PRC).

That was three weeks ago. Now? Well, it’s all over now. As radioactive clouds still hover over the war zone, a new regime is being established in Islamabad. Beijing is facing the most severe diplomatic pressure it has faced since the Korean War, and an international team of soldiers and specialists are preparing to move into the region to help with the ecological disaster now unfolding.

How did it come to this?

Wing Leader Scenario V25 Replay (Part 1)

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The following is a replay of Wing Leader Scenario V25 “Singapore Sling” which is one of the supplemental scenarios provided by Lee B-W online..

Japanese Pre-game Planning

In order to win this scenario you will definitely need to bomb the airfield and at least take it out (6 hits). The Sally’s you are using have a bomb value of 20 so you will need at least 25% of the bombs from both bombers hit. That means that when you bomb you will need to roll an 8 or higher each time you bomb (before modifiers). So you will want to be sure to keep the negative modifiers to a minimum.

There are three paths that the Japanese can take to the target.

1. Dive down as soon as possible to altitude 0 and head straight for the Airfield and bomb. Then RTB (Return to Base).

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Wing Leader Scenario V24 Replay – Part 3

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Here is Part 3 of the Wing Leader Scenario V24 Replay. If you missed Part 1 and Part 2, go here and here to read them first.


Turn 7 Setup Phase

None.

Turn 7 Tally Phase

Kittyhawk D will try to Tally SM.79 X which is 1 square away. He needs to roll a 1 or higher. He rolls a 4-2 (Behind Kittyhawk D) = 2. SM.79 X is tallied.

Spitfire P will try to Tally SM.79 X which is 2 squares away. He needs to roll a 2 or higher. He rolls a 5+1 (Veteran) =6. SM.79 X is tallied.

Here is the map after the Tally Phase:

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MacArthur did not return… (Labor Day Churchill Playthrough)

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mark-herman1I just had the best Labor Day weekend with my whole family hanging out, eating, drinking, swimming, and playing Churchill plus a little MechWarrior. My boys and I played a campaign game with my son Grant (Stalin), son-in-law Dan (Roosevelt) and I was Churchill. Grant and Dan were play testers and both of them are very skilled at the game, so I had to play very well or lose. In fact the last time I played two games with them at Monster Con in Arizona they each won one game, to my none, which they have not let me forget. The trash talk indicated that they were confident of a repeat performance.

Conference 1

Now when I play with the boys it always works out in the beginning that they are not going to let the old man have any leverage, so at the end of the first conference I actually won no issues. Stalin won the conference and managed to gain sufficient offensive support to advance against stiff German opposition. During play testing Grant specialized as Stalin and he invented most of the known Soviet strategies. New players and those who have not had success as Uncle Joe need to remember that the Soviets are locked in a titanic struggle on the Eastern front. They need to focus on gaining offensive support in excess of 5 to advance. It is important that they advance at least once during the first two conferences to keep pace with the Western front.

This takes winning Western Allied directed offensives and production. The issue choices based on which cards you are holding determining whether you pick two directed offensive issues or a one of each. Grant’s performance was a primer in how to dominate scoring with the Soviets. As it turned out he was just a little too good at it this time.

Once D-Day has occurred continuing this strategy should result in at least one breakthrough, there were two in this game, giving the Soviets military leverage. With all concerned focused on Europe and the US early focus on political moves there were no advances in the Pacific.

Post Conference 1 situation

Post Conference 1 situation

Wing Leader Scenario V24 Replay – Part 1

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Lee Brimmicombe-Wood’s newest design, Wing Leader: Victories 1940-1942, has been one of several big hits for us this summer. For you guys who don’t own or haven’t yet had a chance to play the game, we’re presenting here  (in several parts) Brett Dedrick’s terrific set of After Action Reports for a couple of the free scenarios that Lee has made available online. We hope you enjoy this detailed look inside the the game! – Gene

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THE ROUND TOPS – Hammerin’ Sickles in Action (Part 1)

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HS Image 1PART 1: – Introduction and First Game Turn

Hammerin’ Sickles: Longstreet Attacks at Gettysburg recently “made the cut” on the GMT P500 and Fred and I are very thankful for the support from the gaming community. We thought it would be a good time to give a brief run-through of the game and show how a typical game flows. The tutorial scenario – “The Round Tops” – depicting the fight for both Big and Little Round Tops is a compact, quick-playing vehicle to help demonstrate the Blind Swords system in general and Hammerin’ Sickles in particular.

First, let’s do a brief overview of how the system works. Blind Swords is a chit-pull mechanic system with some interesting twists. Before each turn, players will “load” the chit-pull cup with Division Activation Chits (one for each Division involved in the game), some Event Chits (more on those later), a Fog-of-War Chit (which will generate forced random moves and leader casualties), a Fortunes-of-War Chit (which will cancel the next chit drawn from the cup) and the CIC Chits (which allow the player to select any Brigade to activate in his army, even for a second time). In the longer scenarios, there is also a Lull in the Battle Chit which will speed play and simulates the forces becoming tired and hesitant as the battlefield has evolved into a chaotic, smoky and unmanageably-tangled landscape. All these chits are placed into the same cup and drawn by either player.

Dark Sands – Compass Scenario AAR, Part 4 (and final)

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Iron&Oakbn1(RBM)

Click on the following to read the three previous installments of this article: Part I, Part II, Part III.

Chit 7 British Reinforcements.

The British Turn 4 Reinforcements include 3 brigades as normal arrivals. And the 6th Australian Div as an exchange for the 4th Indian Division. Indicated by the black box around both the arriving and withdrawing units.

The 3 arriving brigades may land at any port, up to stacking limits. They choose to land at Bardia where they may stack with the Garrison. Number 1.

Units that are arriving as part of an exchange may directly replace any units of the division they are being exchanged for. In this case the three brigades of the 6th Australian change places with the 3 brigades of the 4th Indian brigade. Number 2.

The 4th Indian are withdrawing, indicated by the red box around their image on the Reinforcement Track. They are placed on the Reinforcement track on the next turn where their image appears. Follow the blue arrow from Number 2. The green box around the image indicates that this is (or will be) a returning unit. If there is no future turn to place them on, place them on the red-boxed images on the current turn to indicate that they were withdrawn and will not be returning.

Note that two of the 4th Indian Brigades was reduced, but the arriving unit was full strength. Arriving units always arrive at full strength, regardless of their state when withdrawn. Moral of the story, always lead with units that about to be withdrawn. When they return, they will be a full strength.

Figure 19 British Reinforcements

Figure 19 British Reinforcements

Dark Sands – Compass Scenario AAR, Part 3

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Iron&Oakbn1(RBM)

 

Here are links to Part 1 and Part 2 of this article.

Turn 2

The British have the initiative and need to select their initiative chit. Not an easy decision with the Italians still perched on the coast road east of Helfaya Pass.

Only the two 7th Armored Tank Brigades are in range to move and attack, so the OConner chit is not a good option.

If the Italians were not holding the coast road at Halfaya Pass, a HalfMove would be sufficient to get everyone in range to Move and Attack on the next chit. But, they are holding the coast road. They could take a FullMove, and hope the British do not disrupt sprinting through the desert. Mindful that the turn has just started.

The British play it safe and take the HalfMove to better position themselves.

Dark Sands – Compass Scenario AAR, Part 2

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Iron&Oakbn1(RBM)

Click this link to read Part 1 of this article.

Chit 6: Axis Half Move/Combat-1

Figure 6 Axis Half Move

Figure 6 Axis Half Move

Next Chit is an Axis HalfMove/Combat. The Axis takes it as a move and attempts to cover major crossroads. The Italians in Sidi Baranni attempt to move out of their predicament. At this point they will survive the attrition phase if the British do not do anything to change the situations. Helfaya Pass and Sidi Omar are covered, so the risk of a sudden breakout by the British is temporarily averted. If the Axis can get one more full move the will be in the best possible position.