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More game reports for the new year . . .
Platoon Commander Korea 1950 Scenario 3 - Chochiwon. this was the closest result so far of the battles in this package. The NKPA was able to exit the 7th unit on the last turn of the game for the victory. Very exciting. An American infantry platoon was able to block the road off the southern map edge for the entire scenario. Includes three turns of A-1 Skyraider air support, which was fun.
Platoon Commander Korea 1950: Scenario 2 - Taejon. The NKPA overran the US position but barely scored enough points for a Decisive Victory. (No T34s got off the map by Turn 7). I'm really enjoying the tactical system here. Easy to play but has enough action and tough decisions to make it work.
Platoon Commander:Korea 1950 - The NKPA took hill H-3 from Task Force Smith here, with minimal losses for a Tactical Victory. But the US delayed the advancing T34 platoons enough to prevent a Decisive. A fairly simple tactical system with a few new twists to make it fun and interesting. Going to play this some more.
Solitaire The Hardest Days, a World at War magazine game from 2011. I always liked this and played it a bit a few years ago. The plane counters are cool, and the solitaire opponent is tough. I played August 18, one of the hardest (per the game notes), and it was rough. Every two-hour phase saw at least two raids, mostly three, and I forgot that you shouldn't launch all your squadrons on missions at 0600 or you won't have any ready at 0800! The Germans ran up 15 bomb damage points, a high for them, with the British receiving a -4 VP Tactical Defeat. Ow!
An *exciting* 3-player Genesis with the Hittites vs Egypt vs Mitanni. Going into the last turn, the Mitanni were dominating in the lead, with Egypt recovering from a bad rebellion, plague and greedy priests and the Hittites in 3rd place, damaged by an aggressive Arzawa invasion. Then the Mitanni were thrown into chaos by their King's Assassination as the Hittites drove on the Mitanni capital. Egypt hung on to its lead, by one VP over the surging Hittites with the Mitanni unexpectedly coming in third.
October War 1973 from S&T. For a point-to-point magazine game, this has about everything you would want in an October War game: both fronts, air power, canal-crossing, special forces, SAMs. antitank missiles, random events, etc. Had kind of an involved sequence of play plus hidden units made the turns take longer than I thought they should. Typical for a magazine game, some of the rules were kind of fuzzy and needed clarification (what does air superiority look like?). We messed up the bridging rule, and the game ended in a cease-fire which I'm not sure we played that rule correctly, either.
Finished 3 linked campaigns of Phantom Leader Deluxe - Marine Operations 1966, by Fernando Sola on BGG.
Started with the 3 day campaign and 6 A4s, destroyed all three targets for a "Great" result. Then the 6 day campaign, adding two Skyhawks, and destroyed 5 targets for an "Adequate". Had to add two USMC F4s to the squadron for the 9 day campaign, there's only 8 A4s in the game. One A4 was shot down by flak on Day 3, but rescued by the "Sandys" card. Whew!
Good campaigns for a Phantom beginner - ground attack/support only in South Vietnam, no MiGs or SAMs. Favorite weapon - M117R. See Backfire below dropping a load of 750 pounders in support of a chopper landing zone.
The game group played Dinosaurs of the Lost World (Avalon Hill 1987) yesterday. Each player runs his own expedition around the Lost World, fighting dinosaurs, having adventures and collecting things to score VPs. Once you get enough VPs, a qualifying successful adventure with appropriate escape gear gets you off the plateau and back to civilization for the win. Surprisingly complex rules, but there's also a basic game for the kids. More backstabbing than I expected, as each player has chances to move dinosaurs and other creatures to attack the other players' expedition. The leading player was ready to leave the plateau when the 2nd player snuck up with a special card to steal VPs & gear and steal the win. Not bad for a 1987 offering.
Played the Firefly "Respectable Persons of Business" scenario with our game group. Mal & Serenity came out on top with the $12,000 bank account (photo left).
Also finished a 20-turn scenario of Mare Nostrum (Decision). Our first time through included some fiddling with this magazine game's rules and errata and a number of mis-steps. I really like the system and the decision-making required to select the right "action" to pick, plus the topic. My current favorite Med theatre WWII game. A last turn amphib landing to liberate Malta on a shoestring delivered victory to the Allies.
Another 3-player Genesis with our local game group this time. A shorter scenario, #5, that was playable in an afternoon. Egyptians vs Hittites vs Assyrians. Untimely rebellions and poor leadership worked against the Hittites and Egyptions to allow the Assyrians to pull into first place in the last turn..
Sign Upor Sign In
1864: On to Jutland! (New from Conflict Simulations Ltd.)
Warfighter: The WWII Pacific Combat Card Game Preview [video]
Turning Point Review
Angola Unboxing [video]
The Shores of Tripoli Playtest Report
Wargame League March 2019 Update
No Enemies Here, Episode 52 [video]
Rise of the Dragon: Imperial China’s Navy, Part One
The Emperor’s Sword Preview
Great War at Sea: Rise of the Dragon Supplement (Avalanche Press Preorder)
Second World War at Sea: Horn of Africa (new from Avalanche Press)
Panzer Grenadier: Road to Dunkirk (new from Avalanche Press)
The Mongol threat to the Latin West down to 1323
A Navy Second to None
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