Showing posts with label thw. Show all posts
Showing posts with label thw. Show all posts

Monday, 14 March 2022

Aces Up

After an email exchange with Victor about another Two Hour Wargames (THW) game, I ended up buying a copy of their WW1 air-combat game, 'Aces Up'. At first read-through I wasn't that impressed. The game only has stats for six aircraft types (Fokker Dr1 and DVII, Albatros DIII, Spad VII, Sopwith Camel and SE5a) and is, as you can see, focused entirely on scouts. In addition it follows the general THW route of being a dice-fest with virtually no decisions to be made by the player.

However in an idle moment today I thought that, having paid money for it, I'd give it a try. I ran a couple of test situations to get the mechanisms clear, then set up a game. I decided not to use the random events at this stage, or the Star rules, which allow the player's 'personal' pilot a much higher chance of success and survival. 

I ran two Sopwith Camels against two DIIIs and a Fokker Dr1. All pilots were Rep 3 except the lead Camel (with the red cowling) who was Rep 4. Rep is used for pretty much everything in this game, and is the number you must roll equal to or less than to succeed. It runs from 3-5, unless affected by hits.


If you're familiar with THW games you'll know that they involve moving from one table to another, taking tests against Rep and seeing either how many successes you get or how many more than an opponent you score. The results will generally take you to one or another different tables. The biggest decision you will make is when and where to spend the bonus dice you start the game with.

Anyway, in Aces Up the first thing you do is line up the opposing aircraft against each other, and roll to see how they match up. You roll a D6 for each plane, and the two highest on each side match up, then the next two and so on. Any left-over planes choose (if controlled by a player) or randomly determine, their target.

I controlled the Rep 4 Camel, and found myself facing two DIIs, whilst the NPC Camel was up against the Dr1.


The next stage is the Dogfight table, where the planes roll to see if they can get an advantage over the plane or planes they are matched up with. With two opponents I threw in a few bonus dice for my roll, needing scores of 4 or less. I got three successes, but both of my opponents only got one success each.


My wingman scored one success, but so did the triplane. This means that they go back to the dogfight table and test again, although, of course, any bonus dice spent are now lost. 

This is really the only stage where the capability of the plames is used. Aircraft have a Contact and Manuever rating; the first is used when testing on the Dogfight table for the first time, and the Manuever rating is used thereafter. It simply equates to an extra die being rolled if your rating is better than that of your opponent. This is not a game for people into the detailed nuances of aircraft performance and, to be fair, the game makes that very plain from the start.


After a second roll on the Dogfight table the other Camel came out on top.


Winning the dogfight stage is shown by positioning the winning aircraft on the tail of the other. If you beat more than one opposing plane, you choose which one you will go up against. The other(s) take no further part in the round. I went after DIII #2, as it had expended more bonus dice than the other DIII.


Next you test to Take Control and see if you can convert your advantage into a potential shot. My wingman and the Dr1 rolled the same number of successes, which meant that the Dr1 evaded the Camel, and the planes dropped out of this round. I scored one more success than my opponent, which meant I could try a shot.


The next table checks whether you get a full, long-burst, a short burst or simply don't get a decent shot. I failed my roll, and couldn't line up a decent shot, so we went back to the Dogfight table (see what I mean about the tables?)


Again I got the advantage - by this stage though we'd both used up all of our bonus dice. However Bonus dice are replenished at the start of each new round.


This time though I couldn't take control. With no planes in a dogfight situation, the round ended.


Again I checked for matchups, and found myself facing the same DIII, accompanied by the Dr1, whilst the other Camel faced a DIII.


Both Camels won the dogfight phase. My DIII was out of the round as I went after the Dr1.


But neither Camel could convert their advantage to an attack, and the round ended.


The third round saw me take on a DIII, and gain the advantage. Meanwhile the other Camel ended up with an advantage over the Dr1, but was bested by the other DIII. In this case the Camel will roll to line up a shot on its target, but the pursuing plane will get to test for a shot as well.


In fact the Dr1 evaded the Camel, and the Camel managed to lose the DIII, so once again nothing happened. I got a shot at my DIII, though, and inflicted two hits.


If a plane takes damage then it tests to stay in the fight. The DIII broke off and ran for home. But having done so it must test to see if it makes it. It didn't; the German aircraft went down in sight of the action, counting as a confirmed kill for my pilot.


If a friendly plane runs for home, or is destroyed, all other aircraft on that side must test. Both German planes stayed in the fight. But, once again, they found themselves on the losing side in the dogfight.


And I score two hits on the Dr1.


The Dr1 ran for it, and actually made it home safely.


The surviving DIII tested, and decided that discretion was the better part of valour. The inexperienced pilot fluffed his landing, but fortunately he survived and didn't seriously damage the aircraft.


So the Camels drove off two German planes and shot down a third without taking any damage in return.

Did I enjoy it? In a way I guess I did. It is utterly random, but creates an interesting narrative of sorts. But I think it's a game I'd need to tinker with a little to give it more chrome and character. For instance I can see how to include two-seaters and their defensive gunnery, with a small adjustment to the Control table. And the rules could be a lot clearer in places.

Anyway, this Sunday afternoon diversion is another game to add to this year's total.



Saturday, 4 April 2020

Saturday Morning Gladiators

I've had a copy of THW's 'Red Sand Blue Sky' for ages, but had never played it. Mostly because, of course, if I needed to scratch that gladiator itch I had my own rules to play with, and they were always in need of developing.

Anyway, I finally got the game out this morning, and gave it a go, running a retiarius (Valentinus) against a secutor (Gannicus). Gannicus was run by the game's AI.

RSBS uses a grid, with for wall sectors surrounding eight heart areas and one centre zone. Movement is one zone per move. The different zones come into play if a gladiator has to appeal to the crowd - you get a penalty if you're in the wall zone and a bonus if you're in the centre.

I started the gladiators in opposite wall zones.


The game uses pretty standard THW mechanisms, with some rolls being 2D6 against a stat, generating 0, 1 or 2 successes, and others being handfuls of dice, based on stats and situation, looking for successes. Each gladiator has a pool of bonus dice, which they can recover through rest actions.

Gladiators take their actions based on an initiative roll which favours the faster, lighter types.

On their turn a gladiator may move one sector, or perform a ranged attack, such as casting a net or throwing a weapon. Here, Valentinus has thrown his net, but missed - the number of successes is equal.


If a gladiator enters the same square as another, they roll opposed series of dice on the manuever Table to see who gets the advantage, whch may lead to one of them making an attack.


Valentinus won this, but by a low margin, and opted to step back, hoping that Gannicus might stay in place and recover, making him a target for the net.


But Gannicus advanced, and the two gladiators rolled for position.


Valentinus got the better of it, and performed a powerful bash attack, which not only seriously wounded Gannicus, but pushed him back and knocked him down. Gannicus was actually in a bad way, with a bleeding wound that would hinder all of his future rolls, and drain his bonus dice.


Valentinus closed in to finish him off, but couldn't manage it.


Gannicus put up a good fight despite his wound. Valentinus cast his net, but got caught in a tug of war, which allowed Gannicus to snatch it off him.


Valentinus closed in again ...


... and caught Gannicus a mighty blow to the chest. This knocked him down and left him on 0 bonus dice, which meant he surrendered and appealed to the crowd. His serious wounds and total exhaustion meant that they spared him.


I thought that RSBS was OK, and might give it another go, but obviously playing it for the first time I was looking a lot of stuff up and double-checking rules, so found it more involved that I think it probably was. There aren't too many decisions to make, although I suspect if you have more than one bout in the arena at a time, moving around zones becomes harder (you can only have three active gladiators in a zone).

I got Munera Sine Missione out afterwards, and ran the same bout. Valentinus started well, tripping up Gannicus with his net.


Gannicus recovered and returned the favour, knocking Valentinus down.


Gannicus scored the first hit - a light wound on Valentinus.


Valentinus paid it back with interest, slipping past Gannicus's shield to deliver a nasty wound in return.


Gannicus never really recovered, and a second hit from Valentinus saw his down and appealing to the crowd, who weren't so merciful in this game.


I set up a second game, with the whip- and sword-armed Rodan taking on a mighty Crupellarius.


Rodan gave ground as his ponderous opponent advanced, using the whip to drive him back and to try and gain an advantage (a whip scores no damage but can inflict critical hits).


This approach did leave Rodan dangerously close to the arena wall, but the armoured gladiator was too slow to exploit it (he rolled really badly for AP).


Rodan started using his whip attacks to build up some support from the crowd, whilst his armoured foe managed to press forward and knock Rodan's sword from his grasp. But the fight had gone on too long for the crowd, and the referee stepped into end it and declare a draw.


Neither gladiator had inflicted any wounds on the other, but both had lost stamina through fatigue.

Anyway, it was fun getting the gladiators out again; they've been sadly neglected for the past year or so. RSBS had some features of interest, but (and I know I'm biased here) I still like the fast-paced action of MSM. Both games give an exciting narrative, though.

Saturday, 12 March 2016

More Shermans On Patrol

I tried another game of 'Hell Hath No Fury' last night. I've been rereading the rules, asking questions of the author and playing some test games during the week and I think I understand how most of the game is supposed to work now.

I felt ambitious enough to try five Shermans. I stuck to one Rep value for the whole crew though. I made my platoon commander Rep 5, of course, and rolled a Rep 4 and three Rep 3s Not brilliant, but that's pretty much what the crew skill table offers you. All Shermans were the 'basic' model - no E8s

As before, my objective was to reconoiter the far edge of the board. I sent the commander and two tanks along the right, to take the hill.


Two tanks, both Rep 3 crews, worked their way through the woods to the other hill. I reasoned that the hills would be good jumping-off points for the patrol, offering a chance to scout out potential enemy activity from a position of security.


The Potential Enemy Forces were placed. Two were directly behind the big hill.


The third was working its way towards the other hill.


The single PEF resolved as three Stug III assault guns. These are 3D prints from Marco Bergman's file collection.


The main Sherman force spotted them, and they fired, but the low silhouette of the assault guns threw off their aim. The lead Stug fired back, destroying a Sherman.


The Second PEF moved, and a company of Panzer IVs moved into sight on the crest of the hill. Bugger!

(Actually I rolled Panthers, but I only have three of those printed off and they're not painted yet, so I substituted Panzer IVs. Seriously. Six Panthers.)


We exchanged fire, and I lost another Sherman, whilst the Germans just shrugged off a couple of wild shots.


And the third PEF? Another Panzer IV. I had obviously run into a major offensive.


In the centre I moved the two Shermans onto the hill to try and put the Stugs under pressure.


My novice crews didn't do too well. The Stugs reacted first, with the lead one, unable to fire, running for cover, but the second disabling one of the Shermans in an exchange of fire. The markers show that the Sherman had stopped, so it could fire, and was in the process of loading its gun.

With its companion knocked out, the other Sherman retreated to cover.


I had two tanks left, and ten German vehicles advancing across the table towards me. I took cover behind some cultivation.


The Stugs worked their way around the hill in the centre. My Sherman fired, and they retreated to cover.


The swarm of Panzer IVs advanced towards my platoon commander.


One tried to use a destroyed Sherman as cover, but I was able to disable it.


However the cultivation, whilst blocking line of sight up to a point, didn't offer much physical cover. The Stug's platoon commander moved onto my flank ...


... and it was all over.


I had one Sherman left, with a rookie crew and outnumbered nine-to-one by superior German tanks and crews. I was stuffed.


That said, they disabled the lead Panzer IV, and retreated to the cover of some woods.


Winning the next activation, I was then able to withdraw the surviving Sherman.


The Americans lost three tanks destroyed, and one disabled. The Germans suffered two Panzer IVs disabled.

As I said at the start of the post I was happier with how I played the game, having a clearer idea of what I was doing. The actual scenario is a very hard one, though, and I can't see the other nine in the book being much better. There are pretty good odds on each of the PEFs resolving to an enemy force, which will be on average as big as mine, and fairly good odds for at least two of the PEFs to resolve to something. This means that pretty much all games will leave me facing two-to-one odds, with the enemy having superior vehicles and higher crew quality. I'd have to be very lucky to generate a game where I stand a chance of achieving the mission, let alone actually achieving it.

Obviously I could generate charts and scenarios to my own taste, but the point of this game is really that it's the tank combat from overall WWII game Nuts! split out from the rules and garnished with the ten tank-specific scenarios. In other words, the only reason to get this game, rather than Nuts! is the scenarios.

It's obvious, from reading and playing the game, that it's really designed for man to man combat. The Duck Back and Hunker Down reactions see tanks running and dodging in reaction to things, in a way that doesn't seem quite right for multi-ton vehicles. The fact that their ability to fire is linked to their movement also makes for various odd rules situations about what a vehicle can d on its next turn, which wouldn't occur where the reacting entity is a single person. Even the terrain rules are really based on the assumption you are running a group of individual men, not a vehicle. Cover is an important concept, but virtually everything defined in the rules as 'cover' is really 'out of sight' - behind a building, for example. Things which would provide obvious cover to a man - being in a building, or inside woods - aren't really options for tanks. Hull down is a form of cover, but has special rules of its own. Most of these things can be resolved with a bit of common sense, but they are situations which are central enough to the workings of the game that they should have been addressed with either detail or examples in the rules.
Related Posts Plugin for WordPress, Blogger...