Showing posts with label Decision Games. Show all posts
Showing posts with label Decision Games. Show all posts

Monday, February 12, 2024

First Look At A Bulge Monster Game: Wacht Am Rhein by Decision Games

 I think anyone who remembers the heyday of paper, hex and counter wargames from the 1970s and 80s has a fondness for the monster games, multi-map, thousand plus piece mammoths that took up all available space, chewed up thousands of hours, and often never got finished.     The most well-known were published by SPI in so-called "soap box" format because they resembled those old laundry detergent boxes.


Last December I remembered that I had a Bulge monster game in my stash and I thought it was a good time of year to give it a try.   Wacht Am Rhein is a Joe Youst design, published by Decision Games in 2005, and traces its lineage back to an SPI game of the same title designed by Joe Balkoski and Jim Dunnigan and published in 1977.  There's a lot in the box.


It comes with a big rule book.   The Grand Operational Simulation Series (GOSS) is highly detailed, and is grand-operational in scale, which is one of my gaming sweet spots.  Units are mostly battalion sized, and have three steps; most BNs can break down into company level which is useful when attaching armour to an infantry attack, or distributing AT units among a defensive line.  The system reminded me of SPI's Atlantic Wall which I played a lot of long ago.


I chose a very simple learning scenario, a four turn (two day) battle called Fight For Kesternich, in which the US 78th Infantry Division tries to capture a ridge on the German/Belgian border guarding the Roer Dam.  Defending the ridge was most of the 272nd Volksgrenadier Regiment.  Historically this American offensive kicked off just days before the Ardennes offensive and forced the Germans to change the northern pivot point of their operation. 



In the scenario, the Americans have two days/four turns to capture two hexes, one being the village of Kesternich (shown below towards the left of the photo, occupied by a stack topped by the German (grey) AT company0, as well as hex 5510 towards the bottom of the photo.  I've broken the US tank battalion down into three companies to support the infantry.    The Germans begin the game entrenched, so are hard to dig out, and there are some hexes occupied by the Germans at start which are rough and restrict the number of units that can attack each turn.  The shot below is taken just after the first US turn, with a little progress made on the attack but the Germans pretty much holding fast.

This learning scenario abstracts artillery, has no weather or night rules, and imposes strict boundaries on the hexes in play.


And the state of play at the final turn, No American progress to report, and at the bottom of the photo, the US attackers have actually been pushed back.   Both sides have suffered casualties, and it would be unlikely that the 78th could manage another day on the offensive and still be effective, while the Germans have clung on by their fingernails.

One of the things I like about GOSS is the combat system is quite complex at first, but as you get the hang of it, you see its wisdom.    Terrain determines the starting odds, which are then adjusted for or against the attacker depending on whether the attack is prepared, whether engineers are in support, whether the artillery barrage has been effective, and for the defender depending on entrenchments and, crucially, adjacent enemy units that are not themselves being attacked.   Such shifts simulate supporting and enfilading fire that can be brought to bear on an attack from supporting, adjacent defending units, and they can break an attack.     

Once the odds are calculated, there are a variety of bonuses that can be added to the D100 die roll depending on armour superiority, regimental integrity if more than one BN of the same Regt is attacking, and so forth.  Both defender and attacker roll separately, meaning that an attack can have a NE fail while the defenders' fire is murderous, or vice versa.  Combat results are a tradeoff between step losses, fatigue, or retreats, depending on how badly you want to hold a hex.  A few days sustained combat can easily wreck a division.

So my first attempt at WAR was successful and I learned a lot about the basic system.  The bigger systems have rules for strategic movement, transport, logistics, weather, air support, leaders, etc that I have yet to crack.

It was great fun to make it a little ways up the mountain of this monster game, and I hope to return soon.  The next scenario features the 101st AB defending Bastogne and looks like great fun.

Blessings to your counter clipping!

MP+


Sunday, January 24, 2021

Revisiting a Hex and Counter Classic: Napoleon's Last Battles

Back in 1976, in the heyday of disco, detente, high inflation, and my vain attempts to get Madeleine Bennett to notice me in Grade 6, Simulations Publications Inc.  published Napoleon’s Last Battles, one of the classic war-games systems.  It was designed by Kevin Zucker, one of the galaxy of talent that SPI’s Jim Dunnigan gathered around him like Napoleon and his marshals.    Kevin went on to found his own company, OSG, and is widely considered one of the authorities on Napoleonic board gaming today.

There is a great review of NLB, including photos of the original counter set, and a thoughtful appreciation of its impact on many subsequent titles, on the sadly inactive Map and Counters blog . on I bought the re-edition of NAB published by Decision Games, which picked up most of the old SPI titles after TSR acquired them.   NLB now comes in a shiny box with new artwork, and the original counters have been updated.  

 

The scale of NLB is operational, with individual counters representing brigades with combat and movement factors.   Optional rules allow for basic command and control; for example, Napoleon can only give orders to three divisional commanders in a turn if they are within his command range of five hexes, and the divisional commanders can only fully employ their units if they are within three hexes.  Combat is hex to hex, though artillery can add their combat factors if two hexes away.  Combat is a simple ratio worked out on a Results Table that only gets bloody if the odds are 4-1 or above, or 1-3 or below.   Otherwise units will safely retreat unless all possible retreat hexes are within the Zone of Control of an enemy unit.  Hex and counter gamers of a certain age will remember what being ZOCed is and why it is fatal.

NLB comes with four games (it was the original SPI Quadrigame) of the Hundred Days: Ligny, Quatre Bras, Wavre and La Belle Alliance.  There are of course rules to play all four games as a campaign game.  

As time only permitted me to play one game, I chose Ligny. 

As in the battle, the French player only has six hours of daylight to inflict serious harm on Blucher’s three scattered corps.   The Prussian must hold with Zeiten’s and Pirch’s corps while bringing von Thielmann’s III corps to the rescue.

Alas for France, my first run-through did not go so well, as it took me too long to remember how to use ZOCs to my advantage.  At game’s end, Gerard’s Fourth Corps had suffered a mauling at the hands of Von Thielmann’s troops, while the Guard and Vandamme’s III Corps had taken Fleurus easily but were being forced out of Ligny proper.

Hero of the game:  Zieten, who held off Napoleon’s last big attack before twilight and who sent the Imperial Guard packing.  Prussian victory!

NLB is one of those simple game systems that remains fresh and interesting after fifty years, despite it’s new coat of paint in the Decision Games re-issue.  While it might seem dull because its woefully lacking in the chrome that we have since become accustomed to (although SPI’s monster Waterloo Game, Wellington’s Victory, also published in 1976, has all the complexity one could wish for), NAB does the job.  It presents an operational problem in sufficient detail to challenge the player, and delivers a clean result in a few hours, and works well enough as a solo game.  I would be delighted to play it against you on Vassal, if you care to.

 I’m very pleased to have it in my library and look forward to revisiting it again.

Blessings to your die rolls!

MP+

Blog Archive

Followers