Friday, May 16, 2014

Gettysburg The Tide Turns Playtest Update

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Playtesting has gone fairly well.  After a few adjustments (I had been doing a couple things incorrectly) I was off and running.  The following pic is for game start.  White x's represent units that cannot move.

The above pic represents the situation at start of turn two.  Not much happened and part of this is do to the units eligible to be activated with corresponding chits available to be drawn.  The main action took place near Culp's Hill.  A few mutual demoralizations and step losses with a Confederate unit retreating.


And finally, the situation below represents the conclusion of turn three and thus the end of the scenario.
Pickett's Charge occurs once again and smashes against the Union troops in front of Cemetery Ridge. Here the Approach Fire rule came into heavy use as movement into an enemy zone of control allowed a defensive type fire to which no response is allowed. The South got lucky in a couple spots but it didnt last long as units retreated and shattered (units that accrue demoralizations equal to their current strength are removed from the map).  It seems the charge was as useless in the game as it was in real life.   For the North, they stand firm and are even able to tighten their strangle hold on Gettysburg.  Alas, I was unable to change history.

As mentioned, i had been doing a couple things wrong.  Namely, a unit must attack all enemy units within his zone of control.  It does so by divvying up its strength points among available targets.  Additionally, multi-units attacking a single unit do so individually, that is to say, they attack "together" but the attack is resolved with each units full strength.  There are no ratios to be determined in this game. 

Conclusions:
I like the chit draw which allows only certain formations to activate each turn.  I also like that the bulk of units in this scenario begin with strength losses and demoralizations as well as movement restrictions. 
Combat is relatively easy with no combat results table.  Determine the hex terrain, from that get a base number which you must roll equal to or less, then roll a number of ten sided dice equal to your strength (after adjusting for losses/demoralizations and morale)   Morale checks for receiving hits are easily resolved.  Simply roll a ten sided die, add a units morale which can be anywhere from -3 to +3 and if you roll equal or less then 5 you pass thus turning all hits into demoralizations.  If you fail, you take the first hit as a step loss then apply any excess hits as demoralizations and finally retreat.  Now retreating can have a complicating effect on your units for if you are forced to retreat into a friendly occupied hex the units in that hex must make a morale check, failure of which can result in demoralization and retreat.  In essence, what you can have is a cascade effect of retreating units in a densely packed area. Pretty cool stuff.  So in all, i like the game and have enjoyed every minute of playtesting thus far.  As this was only a tiny three turn scenario i can only imagine what the full campaign game will be like, can't wait!  Again, it's unfortunate that the beauty of all these gears and levers will go unnoticed once the game is released but a few of us will still "see it".

Thanks for reading.

Sunday, May 11, 2014

R&R

So it looks like this week will in fact be a week of R&R.  We have a few days booked at the Royal Sonesta Hotel deep in the heart of New Orleans.  Should be good times.  At any rate, I think the show could use a break in the action as well.  It seems the last couple episodes were a bit "dry".  Back to the normal schedule next week, hopefully with a full, fresh production of Episode 25.0 the Diamond anniversary episode!!!  So until then, I'll be poolside (and sneaking in some playtesting :)

As always, thanks for listening and keep gaming! 

Wednesday, May 7, 2014

Playtest Update

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Playtesting has begun!

So I spent most of the day pasting, cutting and mounting counters then printing more files and finally setting up for the Pickett's Charge scenario which is a smaller, three turn scenario. 

So in a nut shell, thus far:
Zones of control are sticky (units must abort movement upon entering an enemy zone of control)  and cover a full 360 degrees. Oddly, friendly units DO NOT negate zones of control for purposes of movement.

No facing or formation issues to deal with as it would seam the scale isnt micro enough for it.

Units moving into an EZOC risk Approach Fire which denies them the ability to fire back during combat and they get a negative to hit modifier.

Combat is mandatory for units within enemy zones of control and can occur twice per turn (hour) per engagement. If after the first round no one retreats or is eliminated, then proceed to another round.  If after this, the situation is still the same, then the attacker retreats.  Both sides may fire but only the activated side may retreat before combat/advance after, or bombard.

Lots of morale checks to roll for.

During combat, a natural roll of one always results in a hit regardless of modifiers, and conversely a natural 10 always results in a miss regardless of mods.  So no matter how good or bad the situation may seem, think again.  You roll 1d10 for each strength point.  Basically, if a unit is fired on, it may fire back.

Hits can result in strength loss or demoralization.  As a result, units may be forced to retreat, become eliminated or shattered.

So bascially you roll a ten sided die for each strength point and if you get a hit/s the defender makes a morale check.  If it passes, it transfers the hits into demoralizations and the unit doesnt have to retreat.  If failed, one hit is taken as a loss and the rest as demoralizations. Additionally the unit must retreat and becomes Shattered if all of its strenth points are demoralized.

Surrounded units suffer adverse affects, while units firing at a surrounded  unit receive a bonus.   There are height advantages/disadvantages and the normal terrain effects.

Retreating into a friendly occupied space can cause the units within that space to retreat or even suffer losses.

Artillery can conduct bombardments which can only result in demoralization.

A units morale can span from -3 to +3 and among other things, this number determines how many strength points can be rallied.

Demoralized units may not fire. 

You can retreat before combat under certain circumstances.

Shattered and demoralized units rally during night turns, and costs them their movement ability to do so.

Interestingly, a unit will never rally all of its strength points, always retaining 1 demoralized SP.  Thus shattered units with only 1 sp cannot rally.

Shattered units are completely removed from the map and cannot return until rallied.

Cavalry may not voluntarily enter an artillery  or infantry enemy zone of control.  So really the only purpose they serve is to beat up on horse artillery and other cav. In fact, they have to make a morale check to retreat before combat if approached by infantry, if failed, they must stand and fight.

Victory for this particular scenario consists of:
Cemetery Hill/ridge and Culp's hill plus points for eliminated/demoralized units varying for inf. to cav. to art...

For playtesting, a chit pull system is used.  For this scenario, the Confederates have the initiative which means when a chit is pulled they activate the corresponding formation and can choose to engage in combat or move. If they choose to move, they again have the option to engage in combat after doing so.

So the counter density for this scenario leaves roughly 50 percent of the map open for maneuvering.  What is more, a ton of units are unable to move at all (but still capable of combat as needed) per set up rules.  So with all that in mind plus the sticky zones of control, there isnt a ton of wide sweeping manouvers going on in this thing, its more along the lines of slug fests between well established positions. 

So when this thing comes out for IPad, obviously all this "work" will be done for you, but i wonder just how many people take all this behind the scenes stuff  into account as they manipulate a pair of thumbs across a screen.

Thanks for reading.












Mail Call

The Coming Storm arrived today!


These four games explore the major battles of 1806-07, where the French Army encountered two different opponents with different capabilities, from the leadership-challenged Prussians in Saxony to the chaotic battle conditions in winter against the Russians. Based on OSG's Special Studies, which provide a turn by turn narrative of the four battles. Each game shows the approach to the battlefield on the day before battle. The Jena-Auerstädt game has both battlefields on one map and allows both sides to re-deploy before battle. Set at the scale of Napoleon's Last Battles-525 yards per hex and one hour turns-the game retains the Command System of Commanders and Corps Officers.
BATTLES SIMULATED
JENA-AUERSTÄDT-13-14 October 1806
PULTUSK/GOLYMIN-24-25 December 1806
EYLAU-7-8 February 1807  (YAY WINTER!!!)
FRIEDLAND-13-14 June 1807
Napoleon's Last Battles system, following Four Lost Battles: 525 yards (480 meters) per hex, 1 hour per turn, 500-800 men per strength point. Each game lasts about 40 turns.
COMPONENTS
Four 22 x 34" full-color maps
Two Rulebooks (36 pages and 24 pages)
One 2" game box
Two counter sheets = 560 units
Three player aid sheets
Four player aid cards
Two decks of 50 playing cards = 100 cards
GAME SYSTEM
Napoleon's Last Battles (NLB-Series)
- scale = 480m/hex,
- time = 1hour/GT,
- strength = 500-800 men/SP.

Happy (belated) birthday

May 5th was wargame hall of famer Rodger B Macgowan's birthday.  Thank you Mr. Macgowan for all the work you have done for the wargame industry!

Mr. MacGowan has worked on over 250 wargames and designed various game magazines in his career and has won numerous game industry and hobby awards.  He was the founder of the late great mag. Fire and Movement and has done the box art for countless wargames.  Back in 1976 ( i was three years old) Avalon Hill welcomed him aboard.  His first wargame box art for them was The Russian Campaign, followed by Squad Leader and Cross of iron.  He also did the art for Avalon Hill's in house mag. The General.  You can find Mr. Macgowan's most recent work on any number of GMT game boxes, or just check out his mag. c3i.


Ah... the salad days of wargaming...








Tuesday, May 6, 2014

Call of Duty

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I am proud to announce that I have officially been called to do my duty by way of playtesting Gettysburg The Tide Turns. I will be one among a couple dozen individuals who have been tasked with the same endeavor.  As stated previously in the show, Shenandoah studios is blazing a new trail when it comes to wargames in general and digital wargames in particular.  So far they have released to great acclaim, "Battle of the Bulge" and "Drive on Moscow".  G.T.T.T will be their third installment for IOS (ipad/iphone).  The interesting thing, (and i have gone on record as saying i do not play computer wargames) is that these games look and feel like old school hex and counter wargames.  What is more, when it comes to playtesting and development, they do it the old school way, with a table, a map and some counters.  So i am both excited and anxious regarding said playtesting.  This will be my first official go at it and unlike WWII and more, the Eastern Front, the American Civil War is not my strong suit but i will give it an honest effort and perhaps i can even bring a new perspective to this arena (or im just being naive :)    So check back in the coming days for reviews and session reports! ( assuming all goes well)

Progress thus far:
Download and print files including: 3 maps, 1 counter sheet of units, 1 counter sheet of markers, 40 pages of rules, and 2 pages of charts. 

To do list:
Pickett's charge scenario

Monday, May 5, 2014

Companion Guide to Episode 24.0


World War 1, Eastern Front, 1914, The Battle of Tannenberg.



The Battle of Tannenberg was an engagement between the Russian and the German Empires in the first days of World War 1. It was fought by the Russian Second Army against the German Eighth Army between 26 August and 30 August 1914. The battle resulted in the almost complete destruction of the Russian Second Army, as well as the death of its commander Alexander Samsonov. A series of follow-up battles (the First Battle of the Masurian Lakes) destroyed the majority of the First Army as well, and kept the Russians off-balance until the spring of 1915. The battle is notable particularly for a number of rapid movements of complete German corps by train, allowing a single German army to concentrate its forces against each Russian army in turn.
Although the battle actually took place close to Allenstein (Olsztyn), General Erich Ludendorff's aide, Colonel Max Hoffmann, suggested naming it after Tannenberg, in the interest of German nationalist ideology, to counter the defeat of the Teutonic Knights at the Battle of Grunwald (Tannenberg) in 1410 by Poles and Lithuanians. As pointed out by the Australian historian Christopher Clark, the actual Tannenberg is some 30 km (19 mi) to the west, and there was no intrinsic reason—other than the historical battle and its emotive resonance in the narrative of German and Slavic nationalism—to give its name to the 1914 battle.

What to read:
What to play:

For Hindenburg's personal account of the battle:
 http://www.firstworldwar.com/source/tannenberg_hindenburg.htm