Showing posts with label One Small Step. Show all posts
Showing posts with label One Small Step. Show all posts

Wednesday, May 8, 2019

Wednesday Wargame: Putin Strikes

That rascal Vladimir, always stirring the pot.  Back in 2016, when we worried more about Russia invading and annexing and less about Russia meddling in democracy, One Small Step Games published Putin’s War, a relatively small, operational-scale game about a conventional war in Eastern Europe.  I bought it, because of a weakness for “next war war-games”, which used to be a big thing in my youthful gaming days; in the last decade of the Cold War, publishers like SPI and GDW made a lot of money off games imagining WW3, though that subject dried up in the optimistic years after the Berlin Wall fell.   Interestingly, OSS’ website suggests that the bloom may be back on the next war rose, and big competitors like GMT Games have published a lot in this era as well, imagining future wars in Poland, Taiwan, and Korea.  Perhaps, alas, a new war Iran game may not be too far off.

Putin Strikes is a Ty Bomba design - he has a long resume and an interest in hypothetical and alt-history designs.    He’s also one of those designers that seem to inspire strong feelings in people.  One writer on BGG called him “the reigning haiku poet of the wargaming world” and wrote that “Simple, fast, fun, elegant and reasonably historical war-games are Ty’s trademark”.  Well, Putin Strikes is certainly simple and I played the full 8-game turns solitaire in one day, so it was reasonably fast.  The rules are a quick read, though as I subsequently learned, the online errata would make for a different game.  

You get a fairly simple, bland map showing E. Europe from the Baltics down to the Black Sea.   Starting forces are Russian, the three Baltic countries, Ukraine, Moldavia, Rumania, and Belarus.   The NATO countries come on as random reinforcements.  The Russians start with 12 cities in Russia, plus Kaliningrad, each worth 2 VPs, and have to capture 12 more cities to get a total of 36 VPs at the end of 8 tuns.   They can just go for cities, as I did, or focus all their efforts on just capturing the Baltics and securing the rail line from Kaliningrad to the east, while holding all their initial cities.



Some things I immediately noticed and didn’t like.  The game turn sequence is like Go - one side activates a unit stack, then the other can move or pass, and so on until all are done.   Units can either Move or Attack, but NOT do both.    This restriction makes little sense to me, given that many of the units in the game are air assault units which presumably specialize in rapid, surprise attacks.  It also seems odd that no commanders in the game know how to execute a hasty attack.   Also, there are no Zones of Control, so units can move past enemy units effortlessly, but there is no armoured or mechanized exploitation after combat, so presumably WW3 will go much slower than WW2 did.

As many reviewers have noted, the game is all about cities.   Each city has an inherent garrison of 6 strength points, and then can hold either six brigades or two divisions worth of steps.   The garrison is always the last step to be removed.  Defenders in cities get a 2 column shift in their favour on the Combat Results Table, which is simple and quite unforgiving to the attacker on low-odds attacks.  Thus the game resolves into a series of sieges, like this one mounted against poor Kiev.   The best choice for the defender is to mass as many units in cities as possible, since the allied units, like the blue Rumanian division below, are too weak (3 SP attack) to counterattack a Russian stack.



 In the rules as printed, there is no restriction in bringing replacements into a siege, so if I had two Ukranian brigades come back to me as replacements, I could pop them into Kiev here and force the Russian to keep banging away at the siege.  Since a lower odds attack is unlikely to kill more than 1 or 2 defending steps at the most, and since the identify maker/garrison with 6 SPs defence is always the last step to die, cities can hold out for a long time.  In the game I player, the Russians did not capture Riga and Tallinin until turn 6, and never got the required 12 cities to win.  Vilnius, for example, was proudly holding out at game’s end with the help of a  German division.  I understand that the online errata now forbid replacements to appear in hexes that are being attacked, so I guess that has been fixed, but the game feels far more like siege warfare than mobile warfare.

The other big problem with the game, I felt, was with the random NATO reinforcements.   NATO has a variable strength unit, depending on the roll of 2d6, which could either be a 2-2 brigade or a mighty, awesome 12-12 division.   However, due to the random die roll to determine reinforcements, the NATO High-Readiness force never appeared, while the two weak Slovakian brigades shown here in olive, plus the Swedes, Germans, Hungarians, and Czechs all appeared to lend a hand before NATO got its act together.  Perhaps the US President kept questioning the value of NATO, who knows, but it felt wonky.

In general, the allied reinforcements do not have the power to do more than make a very few counterattacks against weak Russian stacks.  Better to use them, especially the brigades, to hold cities, which accentuates the siege warfare feel of the game.

Airpower is very abstract, and depends on the differential between both sides rolling 2d6 as to how many air units one side or the other receives each turn.   Each airpower counter can shift the CRT one column in the player’s favour, but they can also be used to interdict movement, or deny mobility to air assault units.  Again, because of the random reinforcement roll, the NATO air reinforcements never arrived in the game.   Perhaps all the F-35s were grounded for maintenance.

Other features about the game are quite simple.  There are no supply rules, as the design assumes that in the first month of the war, the game’s timescale, all units would be prepared and well-supplied.   Likewise all units, no matter their type, move 6 MPs per turn, with the usual costs for forest, swamp, rivers, etc.

There are some fixed ideas of the designer in the game - divisions are far more robust than brigades and can ignore CRT results of 1 or 2 steps lost, on the theory that western armies are wrong to get rid of divisions.   That seems odd to me, as a big Russian Grad missile strike will kill you whether you are in a division or brigade, but anyway.  There is also some nice chrome, such as the Russian Vostok unit, which has a variable strength in each attack. depending on how well Russian propaganda does with ethnic Russian minorities in certain regions.  Curiously however the vaunted Russian Anti Access/Aerial Denial (A2/AD) missile defences in the north are not modelled, and there is no naval game or ability to assault from the sea.

In playing the game, I immediately ditched the sequence of play, instead allowing one side or the other to move all of its counters and attack in one turn, then the other, in the classic style.  I allowed unengaged air assault units to add the SPs to the battle if they were within 6 MPs of the defender.

While some reviews were fairly positive, I confess that I was unimpressed, and would agree with the review entitled Putin Strikes Out.  This was a disappointing game, and if I was going to return to this subject, it would be a via a game like this.
Blessings to your die-rolling defence of the free peoples!
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Tuesday, May 5, 2015

Tuesday Night Boardgame: Berlin '85 Update, CCN Napoleonics Wertingen, And A New ACW Game

Hello all!

It’s Tuesday and that means, in my fitful, irregular sort of way, a board game update.   First, an update on the SPI Berlin ’85 game I mentioned here a month ago.  Sorry to those who were awaiting more updates.  That game ended on Day 3 of World War Three as a NATO marginal victory.   Most of the US and British units had been eliminated and the survivors, along with a handful of remaining WG police and militia, were pushed back to the city centre.  The British suffered badly when the American flank collapsed and the East German division got behind them, cutting off their retreat routes.  The lavish amounts of Soviet artillery in the south make it very hard the for Yanks to hold their ground, but they did it long enough for a tiny US battery to shell the key rail line at the south end of the map.  As long as that unit is protected by NATO Zones of Control, it can rack up an impressive score of victory points by interdicting the Soviet supply line to the main front, so it did its job beautifully until finally hunted down and eliminated.  The Soviets never committed their Airborne division, since that comes with a steep cost in VPs.   Berlin ’85 has some interesting optional rules, including the use of Soviet chemical weapons, which would make it much harder for NATO.  The design notes admit that this is a pretty dire advantage for the Soviets, but speculates that the USSR would likely not use chemical weapons in an urban context, given the terrible toll on civilians and resulting propaganda costs.  Fortunately this was never tested.  I’ll put Berlin 85 back on the shelf,as it was one of the better games to appear in Strategy and Tactics in the late 1970s (and there were some bad ones - remember Armada?), and it would be fun to use the unknown strength counter sides of the units in a two player game.

 Last week I had Command and Colors Napoleonics set up on the games table.  I chose the first official scenario from the Austrian Army expansion,  Wertingen.  This battle (8 Oct 1805) came in the opening phase of the Ulm campaign, and saw Murat’s cavalry and Oudinot’s grenadiers crush an isolated Austrian force.  I played it solo and the French won it easily, 5-2.   

Starting positions (sorry for those of you bored by photos of blocks.  Not very sexy, I know).  The Austrians outnumber the French, but the French have 2.5 times as many cavalry units, and a big chunk of the Austrian army is sitting on the right wing, whereas the French are massed against the weaker Austrian left.  

While the Austrians did well early, knocking off a heavy French cavalry unit and killing its leader (sorry, Murat fans), the  French cavalry ground away at the Austrian left, while a timely Flank March card allowed the French to get the grenadiers forward early on.   While bloody for both sides, the end was not long in doubt.  Here’s the view at the end.  The Austrian Left has been entirely eliminated.

I want to go through the Austrian scenarios and see which ones lend themselves to interesting miniatures games.   I have enough 6mm figures to do Wertingen, but I’m not convinced it would be an interesting battle.   The consensus on CCNaps.net is that this is almost an impossible scenario for the Austrians to win.

I can say though that the Austrian army in CCNaps is interesting.  The big 5 block Austrian line infantry units can put out some fearsome firepower, and the Battalion Mass rule allows Austrian line to go into Square without giving up a card, which seems very handy.   I’m looking forward to dipping into more of the scenarios in this Expansion.  Speaking of CCN Expansions, is anyone else excited about #5, Generals, Marshals and Tactics?  

In a future Tuesday Boardgame, I’ll talk about a game that just arrived in the mail, Huzzah!: Grand Tactical Battles of the American Civil War, from One Small Step.

 The designer, Richard A. Dengel, has done at least one other ACW game, Rebel Yell, which I don’t know.  However, the fact that the four battles depicted in this game (Belmot, Newbern, Iuka and Stephenson’s Depot) are fairly obscure, and the small tactical focus of this game, promised to scratch a number of my itches.  There’s a review by Paul Comben here, and a spirited response from Dengel.

Here some quick impressions from my unboxing.  My heart sank as I picked up the shrink wrapped box and heard individual pieces of cardboard rattling around inside.   That didn’t inspire confidence.   Here’s the reason why I was hearing that sound.  Almost half of the counters had detached from the two counter sheets and were rattling around.  Some had infiltrated the folded maps, others had made their way into the rules and scenario booklets.  I tried to be careful not to lose any, but I think sorting the counters out is going to be a bit of a chore.

Speaking of counters, it would have been nice of the publisher, OSS, to have at least included a handful of ziplock plastic bags to store the counters once punched and sorted.  GMT does that, and while it’s a small thing, I think it goes some way to making up for the lost golden days of plastic counter trays that SPI and Avalon Hill once routinely included in their boxed games.

Huzzah! comes with four separate, quite small maps.  Here’s the map for Belmont, which I’m going to try first.  Belmont was US Grant’s first battle, and not his best by a long shot.    The map seems a little dark but it is rich on geographical features and has a pleasing number of charts printed on it, which may make up for the absence of a graphic player aid card (the one reference chart in the box is all text based).

So watch for news of the Battle of Belmont in a future Tuesday Boardgame report.

Before I sign off, I note that today is the anniversary of  the Wilderness, another US Grant battle, and a much bigger one.   I recently read Gordon C. Rhea’s book, The Battle of the Wilderness: May 5-6, 1864.   I know SPI did this battle years ago, perhaps in one of their quad packs, but I’m not aware of anyone who has done a board game treatment since.  It’s a battle that would lend itself well to partial treatment on the tabletop, and I’ve given that some thought, but I’d need a lot of trees.  Lots and lots of trees.  I don’t think one could do the whole battle unless it was in 6mm, as it was a huge, sprawling, confused engagement.  Whatever one thinks of Grant as a commander, and he didn’t exactly shine at the Wilderness, at the end of May 6 he turned his army south, and that was the beginning of the end for Lee and his army.  Not every general would have made that commitment after two days of bruising and mauling battle.  Good fellow, Grant.

Well chaps, it’s past my bedtime, so that’s all for now.  Blessings to your die rolls!

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