Forum Replies Created
19/07/2022 at 08:14 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #175890
The Germans take a second crack at taking the river bridge. This is a tough table for the attacker and they had no luck at all in the first game, can they do better this time? The Dutch engineers won’t be delayed forever after all. The full AAR is here http://thetacticalpainter.blogspot.com/2022/07/many-rivers-to-cross-scenario-9-river.html
The Tactical Painter - painting miniature armies for battles on the table top.
http://www.thetacticalpainter.blogspot.com/02/07/2022 at 08:45 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #175307
After a break of a few weeks we’re back into the campaign. The Dutch have seized the initiative and try to stall the Germans by mounting a counterattack. A very interesting game and not what I was expecting. The full AAR is here https://thetacticalpainter.blogspot.com/2022/07/many-rivers-to-cross-scenario-8-open.html
The Tactical Painter - painting miniature armies for battles on the table top.
http://www.thetacticalpainter.blogspot.com/31/05/2022 at 10:55 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #173848
After their breakthrough the Germans reach the final map and the important road bridge. The Dutch engineers are delayed and have not started laying charges and so it’s up to the infantry to hold off the attack. The full AAR is here: https://thetacticalpainter.blogspot.com/2022/05/many-rivers-to-cross-scenario-7-river.html
The Tactical Painter - painting miniature armies for battles on the table top.
http://www.thetacticalpainter.blogspot.com/09/05/2022 at 11:24 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #172651
So, the Germans are back again for another attempt to break through the Dutch lines and on to the final map of the campaign. The clock is ticking! Can the Germans do better this time? Full AAR is here http://thetacticalpainter.blogspot.com/2022/05/many-rivers-to-cross-scenario-6-open.html
http://www.thetacticalpainter.blogspot.com/02/05/2022 at 07:04 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #172278
The German juggernaut rolls on and after a pause the armour has finally caught up with the infantry. Time to set the panzers loose….. The full AAR is here http://thetacticalpainter.blogspot.com/2022/05/many-rivers-to-cross-scenario-5-open.html
http://www.thetacticalpainter.blogspot.com/25/04/2022 at 10:16 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #171975
The Germans return to see if they can prevent the Dutch from blowing the culverts. In the scheme of the campaign that won’t delay the Germans if they succeed however it would deliver a welcome scenario victory and the chance to inflict further casualties on the enemy. As we saw in the last game it’s a very tough table to attack, can the Dutch hold the Germans off again? The full AAR is here http://thetacticalpainter.blogspot.com/2022/04/many-rivers-to-cross-scenario-4-farm.html
It’s easy to do. Once you have a late war German force then you have one side for battles in most European theatres covered. So you start fighting them with the British and do Normandy. Then you think it would be nice to have some Americans for variety. Then you think it wouldn’t be much to add some Russians and do Eastern Front, I mean it won’t need much than a few T34s, then before you know it….it’s out of control.
http://www.thetacticalpainter.blogspot.com/04/04/2022 at 09:35 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #170877
Having won the previous scenario the Germans are electing to push on immediately to the next map with the force at hand for a blitzkrieg. It may buy extra time but it has to be done without additional support and without heavy weapons or armour. I think it’s a risk worth taking, it is May 1940 after all! The full AAR is here: http://thetacticalpainter.blogspot.com/2022/04/many-rivers-to-cross-scenario-3-farm.html
http://www.thetacticalpainter.blogspot.com/28/03/2022 at 07:25 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #170585
So, a bit of an interruption to allow Dave and I to isolate and recover from our dose of Covid. Six members of the club all caught it on the same evening but I’m pleased to say everyone has now recovered.
Finally we get back to the campaign and play out scenario 2: Farm & Forest with the Germans pushing on to the next map and trying to dislodge the Dutch defenders from a position constructed around a stout farm. The Germans are still without heavy weapons while they wait for the engineers to finish the bridge and so must push ahead relying on infantry alone. The full report is here http://thetacticalpainter.blogspot.com/2022/03/many-rivers-to-cross-scenario-2-farm.html
http://www.thetacticalpainter.blogspot.com/07/03/2022 at 07:19 in reply to: Many Rivers to Cross CoC campaign Holland 1940 (updated 19 07 22) #169638
Not another AAR (yet) – we hope to play the next game later this week now that we’ve both got over Covid. This is just a background post on pulling together some of the terrain for this campaign. You can find it here https://thetacticalpainter.blogspot.com/2022/03/getting-ready-for-many-rivers-to-cross.html
http://www.thetacticalpainter.blogspot.com/30/01/2022 at 20:46 in reply to: Sharp Practice and Muskets & Tomahawks for the AWI – a comparison #167818
Indeed. A fair bit of effort and thought you’re sharing with us. Really appreciated. I would also add that, at least in my case, there are some subtleties in SP that take a few plays to grasp. You need some skill and understanding (which is obviously where I fall down) to properly lead a force, otherwise it devolves into a mere attritional firefight. Or, as in my case yesterday, having a column of Mexicans dissolve into bloody lumps into front of a Texian cannon because I didn’t use my CO properly. Like Cornwallis did and I didn’t, I should have ridden over and urged the troops on and better coordinated two formations, instead of cowering behind a cantina, twirling my moustache at the senoritas. By not doing so, I was at the mercy of the random cards, which naturally never appeared and the attack bogged down. Your insight into the difficulty of coordinating troops in the Black Powder is quite historically accurate I feel and one that is reflected well in SP, particularly with myself in command.
I took us a while to really get to grips with Sharp Practice, there’s a lot of nuance and granularity that make for a brilliant game but you need to know how to make the most of them. We thought it was all about firing impressive volleys when actually it’s all about fire and movement. As a new player it’s very easy to get bogged down in a prolonged firefight when the better solution can often be movement and driving off the enemy at the point of a bayonet. As always good use of leaders is key.
I hope your moustache is still well groomed and impressing the senoritas 😉
Really well done sir. I especially the light dirt on the roofs of the SU-122 and the SU-85 and the BA-64, just adds that extra little oomph to the models. You’ve been to quite a few distant museums there, I confess my jealousy! I’ve been told that you can tell a Russian made t34/85 turret vs. a Chinese made one by how the top and bottom halves come together. Supposedly the Chinese versions are a straight line along the sides while the Russian made turrets follow the side dip. No idea if it’s true but perhaps I should google first and type second…
I’ve been fortunate to do a lot of work travel in addition to holidays and I’ve always made the time to visit military museums that are close by (and sometimes not so close by!). The work trips are best as this doesn’t involve negotiations with the family and lots of eye rolling 😂
I like this quote from Peter Perla:
‘A wargame must be interesting enough and playable enough to make its players want to suspend their inherent disbelief, and so open their minds to an active learning process. It must also be accurate enough and realistic enough to make sure that the learning that takes place is informative and not misleading.’
I look for simplicity and accuracy. Rule designing is an art not a science because getting that balance right is not easy to achieve and we all interpret ’accuracy’ and ‘simplicity’ slightly differently.
I play games for fun, but I look for more than just that in an historical wargame. I want to have a small window on history that adds to my learning about a specific period, so the rules must deliver a good, playable game which despite the necessary abstractions is a reasonably accurate reflection of the period. As an example, if command by voice was the only means of communication in the period I don’t expect to be able to have my commanders shout orders hundreds of yards across a crowded battlefield and have them clearly understood and instantly acted upon. A rule that allowed that would certainly tick the box for ‘simple’ but not for ‘accurate’.
http://www.thetacticalpainter.blogspot.com/19/12/2021 at 20:30 in reply to: AWI Sharp Practice campaign I’ll Take Manhattan (updated 20 12 21) #166152
The final instalment in the campaign. The more we use the Sharp Practice rules the more we make better use of them and the more I like them. Some lovely drill book musketry from Dave’s British in this one, pity I was on the receiving end! It’s a shame to see the campaign come to an end, hopefully we’ll be able to get back to some more in 2022. The full AAR is here https://thetacticalpainter.blogspot.com/2021/12/ill-take-manhattan-engagement-5-last.html
http://www.thetacticalpainter.blogspot.com/21/11/2021 at 05:50 in reply to: AWI Sharp Practice campaign I’ll Take Manhattan (updated 20 12 21) #164948
After the surprising rebel victory in the last game the British are looking for revenge. They are out to rescue a loyalist prisoner and in the process seek a scenario victory that keeps their hopes of a campaign victory alive. They have the better force but that hasn’t always played in their favour. The full AAR is here:
http://www.thetacticalpainter.blogspot.com/16/11/2021 at 21:14 in reply to: AWI Sharp Practice campaign I’ll Take Manhattan (updated 20 12 21) #164759
That really was a bit of a surprise! As Hannibal often said to his A-Team: “I love it when a plan comes together”.
Indeed, that definitely exceeded my expectations and it was great to see it work. After the last game I wondered if the Americans could continue given the casualties and we discussed whether the campaign needed tweaking. In the end we decided to see how this game played out. I think it’s still going to be tough for the rebels but I’m enjoying the challenge.
http://www.thetacticalpainter.blogspot.com/15/11/2021 at 06:14 in reply to: AWI Sharp Practice campaign I’ll Take Manhattan (updated 20 12 21) #164680
The campaign rolls on and we reach the third scenario. Honours may be even with a victory apiece, but the rebels have taking many more casualties than the British. Will they be crushed by a superior force or find a way to hold off the redcoats? The full AAR is here: http://thetacticalpainter.blogspot.com/2021/11/ill-take-manhattan-campaign-engagement_15.html
http://www.thetacticalpainter.blogspot.com/06/11/2021 at 05:47 in reply to: AWI Sharp Practice campaign I’ll Take Manhattan (updated 20 12 21) #164298
This is the second game in the campaign, Engagement 2: Miller’s Crossing. The British suffered an embarrassing defeat in the first game and they were keen to take their revenge on the rebels and restore British prestige. Could the Americans repeat their performance and drive back the British again? The full AAR is here:
Nice work!. It reminds me of the one from the old White Dwarf magazine
Ah, now that means nothing to me, the whole GW thing passed me by being the crusty old historical gamer that I am. Actually, not quite true, I’ve occasionally popped into their stores if only to admire the nicely painted minis and terrain, so I shall take that as a compliment, thank you.
http://www.thetacticalpainter.blogspot.com/25/10/2021 at 22:09 in reply to: AWI Sharp Practice campaign I’ll Take Manhattan (updated 20 12 21) #163798
This sounds like an excellent little campaign. I really like that your opponent had the sense to turn around rather than press of a bloodier outcome, keeping forces available for the next battle. A recent opponent of mine did not do such a thing and is currently suffering for it. Side note: Also, I saw a house recently up in Idaho that was built in the 1850’s which has the same sort of roof as your cabin. That is, overlapping rough-cut planks rather than shingle or shake type roofing. Very interesting to me as I work in architecture, had a nice chat with the curator on old ways of weather proofing. Seems pine sap and pitch was heavily used but usually had to be renewed after a hot summer, which actually helped dictate the size of dwellings in that area. Makes me wonder if there were similar issues “back east”, but I would figure the advanced state of development allowed for more advanced products (like actual tar and slate) to be used instead.
Thanks, I like the way a campaign focuses your attention beyond the current game and to think about force preservation for the games ahead. It adds an extra layer to the decision making.
Interesting about the house and roofing, that makes sense. All my other houses for the period have slate/shingle roofs but I thought I’d add something different to the mix, particularly if we play an earlier period like FIW. I guess it’s safe to assume there would be a mix of older and newer building types to be seen, even in the East, if not I’ll have to plead ignorance 🙄
Very nice – love the colour. The brick work around the base is a nice touch and I do not think I’ve seen that done before.
… Embellishing MDF houses becomes an often discussed subject on forums and all ideas are welcome.<noscript><noscript></noscript></noscript><noscript></noscript>
I’ve found wood filler very handy – it sticks to the MDF fine and is a bit rougher that plaster filler. With time, you could cover the chimney stack and carve the brick work into it (thought it would be more stone like) but I mainly used it for wattle and daub buildings where the gritty texture works fine!
Nice idea. Before using the wallpaper I did contemplate sticking small aquarium pebbles on the chimney and then filling with plaster. The good thing about the wallpaper is how much easier it is (and less messy!).
My daughter was involved in a dig where they went through the base of a U.K. pillbox near a searchlight base to get to the medieval toilets below. It’s amazing how quickly modern buildings are being lost so it’s nice to see a version in model form.
That’s interesting. As part of my research for this project I was reading about one of the Dutch defensive lines built along the Kornwedersland dyke. The pillboxes and bunkers have been built into the dyke itself and as a result they have not proceeded with any post war plans to demolish or remove them because they are now considered a structural part of the dyke and their removal may compromise the dyke. As it happens a surprising amount of them still survive in Holland. Some have been repurposed by local farmers as storage sheds and animal shelters but plenty remain pretty much as they were except for the process of ageing.
Great campaign, and it was a great read too, thank you for posting all of the AARs.
Thanks for following along and glad you enjoyed it.
Will you be taking up the position of attacker for the 1940s games?
Yes indeed, my turn to wear the jackboots.
After a bit of deliberation we’ve decided to call an American victory on the campaign and call it a day. We’ve played ten games across eight campaign turns, making this the longest campaign we have played to date, so I think we’ve given it a fair shot. Having won the previous scenario the Americans are in good enough shape to mount a counterattack against the rather meagre German force that has fallen back to Map 2. There’s a decent chance they could recapture it which would make any hope of a German campaign victory (or even a draw) very unlikely. As Dave said, our gaming time is precious and perhaps it’s time to move on given the writing is on the wall.
It’s an intriguing campaign with much that we liked and would like to see in future campaigns, like the off map movement. The appeal of a campaign is in the broader story that is told and about the decisions you make for the future that impact the game currently in play. The extra layer in this PSC added to that experience. After all the discussion I would really like to have a crack at fighting this as the Germans at some time in the future, but with so many other campaigns to choose I’m not certain that’s something that will happen any time soon.
So, what’s next? We’ll take a break and play a few other things. I want to try O Group and a bit more of I Ain’t Been Shot Mum. We have some Sharp Practice we want to play and we will do a bit of a compare/contrast by playing the same period with Muskets & Tomahawks. We will return to CoC with the Many Rivers to Cross PSC from the 2018 Lard Magazine. Dave has painted up a Dutch platoon to complement his early war German platoon, so we will look to run this in Holland 1940. With that in mind, I have just bought this which I need to build:
The Germans return to Holzthum Village for the second attack of campaign turn 8. This will be their third attempt to drive the Americans from the village. The question is, will they be any more successful this time? Full AAR is here: http://thetacticalpainter.blogspot.com/2021/05/bloody-bucket-campaign-turn-8-scenario_30.html
Backgammon is probably one of the best tactical game in existence. A game of skill that is totally driven by luck, but one where the best players are not ‘lucky’ rather they are skilful. Very occasionally an extreme swing of luck may determine a game but in my experience this is very rare. The game is driven by the roll of two D6. The best players know how to play their luck – the good and the bad. They win by making good decisions with the dice they roll. The dice don’t dictate what they will do, they look to the dice to decide how best to do what they want. They will never move more than two pieces in a turn (except when rolling doubles, in which case a maximum of four), the decision is not about the luck of the dice but the selection of pieces to move and how.
The analogy with a wargame is a good one. The dice represent the current conditions under which a commander is operating. They will not always be optimal, the better commander will make the most of current circumstances. The conditions should not determine what happens, the commander should be determining what is best to do under those conditions. Sometimes you win despite the odds, not because of them. Those conditions are created through 2D6 yet Backgammon has stood the test of time and delivers a balanced, tense game nearly every time. I’m not so sure the number of dice rolled is the critical issue. In fact the number of dice rolled could vary to reflect the scale of an action or a commander’s ability to exercise effective command. I’m convinced good players will make better decisions more often about how to operate under those conditions than poor players. It doesn’t reflect luck so much as tactical skill, ability to read the battlefield, willingness to take risk and how well they prioritise.
Wow, that attack unfolded very smoothly, right up until it hit that wall of bullets. Pretty hefty butchers bill to boot, the Germans will miss that Panther. But since the crew survived maybe they will be back for revenge!
Unfortunately there are plenty more Panthers available but my goal in the campaign is to delay the Germans as long as possible and so in that sense we’ve done our job, but I’m certain we haven’t seen the last of those big cats.
Having successfully cleared the outskirts of Consthum the same Volksgrenadier platoon takes advantage of the blitzkrieg campaign rule to mount an attack on the next table immediately. And why not, it’s a free game that might help get the German attack back on schedule? It also sees the return of that pesky Panther from the previous game, the one that led a charmed life in the face of numerous bazooka rounds. Will it be so lucky this time? Full AAR is here https://thetacticalpainter.blogspot.com/2021/05/bloody-bucket-campaign-turn-8-scenario.html
That was a really wild game! Probably the luckiest Panther tank in you campaign. And the frustration those bazooka teams must have felt after hitting it so many times was surely palpable. Riveting read!
Indeed, not sure what else I could have done to try and stop it. Made for a good narrative and it lifted Dave’s spirits no end to get a victory, so probably a good result that keeps the German in the campaign (doesn’t mean I wouldn’t have loved to have taken the Panther out though!).
The Germans are behind schedule and the pressure is on to capture the remaining four battlefields before time runs out. We are now at Turn 8 and the Germans make a second attempt to clear the Americans from Map 4 The Outskirts of Consthum, will they be more successful this time? The full AAR is here: http://thetacticalpainter.blogspot.com/2021/04/bloody-bucket-campaign-turn-8-scenario.html
Once again the Germans return to Holzthum Village to see if they can evict the Americans. So far the Germans are finding dislodging the Americans from any of the maps a very difficult proposition, but their recent successes clearing Maps 1 and 2 has buoyed their spirits. Are they about to unpick the American defence of skyline drive? The full AAR is here: https://thetacticalpainter.blogspot.com/2021/04/bloody-bucket-campaign-turn-7-scenario_18.html
The whole game hinging on a 1-in-6+ chance of a hit, you’re as optimistic of the Dicegods as I am!
Oh well, this was always going to be tough once Dave decided to rely on his armour to do the hard work and leave his infantry out of harm’s way. That said I’ve been gaming long enough to know that as long as there’s a chance, no matter how slim the odds, then there’s a chance. It might just swing your way. I did what I could to push the odds closer to my favour, but once that opportunity slipped away I knew it was over. As it happens we may have played that German response to the ambush wrong, it looks like they should have been allowed only one opportunity to interrupt not the two that occurred. Although I don’t think that really changed the overall outcome, as you say it would require some outrageous good fortune for that to happen (not impossible, but not very likely!).
Deja vu for the Volksgrenadiers as they make their third attempt to dislodge the Americans from the crossroads on Skyline Drive. It’s a tough table to attack with much open ground but we now enter the second day of the campaign and the German support levels increase even further. Can this heroic American platoon hold out once more? The full AAR is here: https://thetacticalpainter.blogspot.com/2021/04/bloody-bucket-campaign-turn-7-scenario.html
The term ‘combat patrol’ doesn’t belong to anybody and it’s use by the military predates its use by Buck or GW. The name ‘combat patrol’ has been patented for a set of WWII wargame rules, GW have used it to refer to a range of plastic fantasy figures. There is no conflict. The recent O Group rules feature a mechanic called ‘combat patrols’ this doesn’t infringe on anyone else’s use as the term ‘combat patrol’ doesn’t belong to any of the above parties.
Similarly, no one has copyright on game rule mechanics. I could copy every rule mechanic in combat patrol and call it ‘squad leader action WWII’ and as long as I did not copy the words used in the original rules and wrote it in a completely new style and with new pictures there would be no copyright infringement. After all who owns the copyright to using small figures as game pieces? or the use of a measuring device for movement or range? or the rolling of dice or drawing of cards for resolving random outcomes?
The OP is complaining about the infringement of his IP for a set of miniature wargaming rules using a name that he did not create, for a type of gaming he did not invent, using a number of game mechanics that he did not invent. Even the fact that he has combined these game mechanics into a set of rules in a way no one has done before does not make them his property. What he does have the rights to are the words he has used in the rulebook, that is his work and if that is copied word for word then his copyright has been infringed.
Oh man, if that had worked it would have been amazing! But, the likelyhood of being shot to pieces by deploying enemies was unnervingly high. I applaud his being able to throw caution away and give it a go anyways!
Yes, I thought it was worth a shot. If the pre-game barrage had disrupted or slowed American deployment it might have been a very different story. It needed a bit of luck and unfortunately that wasn’t to be, but like I said, on another day this could have won the day.
This is the second German attack of Turn 6 on the Outskirts of Consthum. The Germans were successful in their first attack of the turn, but could they repeat their success here? This one packed quite a surprise and more than a few cinematic moments. The full AAR is here: https://thetacticalpainter.blogspot.com/2021/03/bloody-bucket-campaign-turn-6-scenario_26.html
The Americans have put up a determined resistance so far and the Germans are still looking for their first victory of the campaign. The clock is ticking against them but now that they have armour available that might just give them the edge they need to dislodge the Americans. We get to Campaign Turn 6 and the Germans continue to ramp up the pressure. You can find out what happens next in this AAR: http://thetacticalpainter.blogspot.com/2021/03/bloody-bucket-campaign-turn-6-scenario.html
I am a bit surprised just how effective the defensive cover is, it really did great work for the Americans.
Funny you should say that, in another forum I have someone who regularly comments that they don’t think hard cover is protective enough. I was a bit fortunate in this game with the first round of HE, but after that I lost 7 killed and had the squad pinned down twice, so the cover wasn’t that great!
Wow, that really is a tough map to get through for the attackers. I am a bit surprised just how effective the defensive cover is, it really did great work for the Americans. I think you may have answered this before but I cannot recall: are you playing in 28mm?
Thanks. All my Chain of Command is in 20mm (1/72). I find the table looks too small and crowded in 28mm.
I’d forgotten about this site, thanks for posting.