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A Combat Mission After Action Report (unfinished)

It’s been a while since I’ve written a game post because I haven’t been playing much lately. I was going through my archives the other day (read: the gazillion projects I’ve started over the years and abandoned) and found this incomplete After Action Report thing.

I have been playing the PC game Combat Mission for over ten years. I have three versions of the game: Beyond Overlord, Barbarossa to Berlin and Afrika Korps. As you may guess by the titles, they are WWII games. Combat Mission was the first wargame to get away from a strict turn taking game (I go then you go) by creating a game that operated on what Battlefront (the makers of the game) called the “We Go” system. So, rather than each side taking a full turn which would include movement and combat, the Combat Mission games gave a player an “Orders Phase” in which both sides issued orders to their units. You would then watch the game for 60 seconds as the action played out, unable to do anything but bite your nails. After 60 seconds, the game paused and another Orders Phase began. The system was revolutionary in the wargaming world and has been copied by other game companies.

One of my favorite screenshots from the game. I believe it’s an official Battlefront one.

Many years ago, I was playing a game of CM:BB and decided that I would write my thoughts as I played the game by talking about what I was thinking during the orders phase and then describing the action for each minute of the game. I was trying to write it as an actual battlefield commander, by including names and other language to lend credibility. At the time, I had no thought of ever posting this on the web, so I never took any screenshots of the game. I found some screenshots of the game that I felt were appropriate to the action being described and have included those so you can get a sense of what the game looks like.

For this particular scenario, I was playing as the Germans against an American opponent. I also abandoned this project at the end of 7 turns. This is also rather long, so I don’t expect anyone to finish reading it.

Herr Kommandant’s Report
Hurtgen Forest
September, 1944

A forested map. IIRC, the map I was playing on had heavier tree cover.

First impressions as defenses are set:

My first thought is how huge this map is. The amount of trees is going to make seeing the enemy nearly impossible until he is right on top of me.

I may have misjudged in my purchase of units – too much artillery and not enough infantry. When it comes down to it, this will be a close combat battle.

Platoon Leader Lt Heubaum is in charge of the church. With him are Obg Ernst and Obg Chronister, both HMG; Lt Handschein, 120mm spotter and three Rifle 44 Squads led by Unt Buchbinder, Unt Becker and Unt Prevo. Ernst, Chronister and Handschein are on the top floor while the others wait on the ground floor.

On the Southern Hill, Platoon Leader Lt Gräber leads three Rifle 44 Squads headed up by Unt Gerhardt, Unt Englund and Unt Liebling. They are hiding in a small patch of forest ready to aid a small group nearby who is lead by Hpt Jacob. Jacob has under his command two HMG’s manned by Obg Ober and Obg Gaschler as well as a 105mm Howitzer manned by Obg Enders.

As a special surprise for the Americans, I have ordered the placement of two ambush points consisting of Panzerschrecks, PzIVG’s and Tigers. Both points are located on the roads to the north of the church. Obg Adler and Obg Welt have the Panzerschrecks at the southern point and Unt Vossen and Unt Wörner command the PzIVG’s about 100 yards back along the road. The northern point consists of Obg Sauer and Obg Rosenfelder with Panzerschrecks and Unt Hartmann and Unt Lummer in the Tigers. I believe the enemy may try to use these roads for a quick approach. If the Panzerschrecks do not stop him he will have to deal with my superior armor.

I consider it a great luck that a large hill dominates the center of my defensible area. Thought an easy target for the Americans, I cannot pass on the opportunity to place long-range weapons there. This forest is working against me, as such I need to take advantage of the higher ground. I have placed both Lt Kubler and Lt Anglen in charge of the troops there. They are both hardened veterans and will not run at some artillery fire. Unt Limbach, Unt Zimmermann and Unt Wetzel command the three Rifle 44 Squads. There are two 105mm Howitzers manned by Obg Hagemann and Obg Blaskowitz. Lt Kuhn is also there acting as spotter for 150mm artillery. Two HMG’s are providing close support: Obg Protzner and Obg Liebig both veterans from the Eastern Front. Lt Tappe is there to operate the 81mm mortar and a 105mm and a 75mm RCL are there for medium support, operated by Obg Weyter and Obg Adam, respectively. Down the hill to the east is Lt Gansel, calling in coordinates for my other 150mm artillery battery.

To the west of the northern ambush point and southwest of the large hill, a small group of advance men have dug in lead by Lt Waldstein. Again, three Rifle 44 Squads (Unt von Furst, Unt Stare and Unt Basten) and two HMG’s (Obg Hemper and Obg Carius) occupy this area. I hope that this group will be the first to spot American movement and be able to call it in for artillery strikes.

The northern defensive group is almost as extensive as the group on the hill. The terrain seems to offer the easiest approach, so this area has been saturated with ground troops. Hpt Freitag commands two 81mm mortars which are manned by Lt Blauvelt and Lt Hauer. Unt Kinkel and Unt Tippach have the pleasure of commanding two of the Reich’s finest armored vehicles, the Panzer IVG. Hpt Kruwel awaits action with 105mm RCL operator Obg Harish. Lt Altschuler commands the standard three Rifle 44 Squads (Unt Lärmann, Unt Austermann and Unt Wöhler) and two HMG’s (Obg Hofmeister and Obg Hochstadter).

Lastly, Lt Hermanns commands the reserve troops, again with the standard three Rifle 44 Squads (Unt Blücher, Unt Eymer and Unt Fell), two HMG’s (Obg Greup and Obg Janz) as well as a 75mm RCL, operated by Obg Wieland. These troops are to rest and be used should the need arise to replace troops at the line.

The enemy has to come into my positions uphill in most cases which is to my advantage though I fear my Howitzers will be useless.

First Minute:

My men have dug into foxholes. I thought it best to have them wait for the enemy’s push.

In poor judgment, I did not set up TRP’s before my defenses were set (only because I wasn’t aware until after the fact). As such, I have to guess at the enemy’s movements 2-4 turns away and hope I guess correctly. Lt Handschein, Lt Gansel and Lt Kuhn have all called in artillery strikes at targets along the roads. Though the barrages will not come for 2-3 minutes, my hope is to take out some of his secondary forces come turn 3 or 4, while his front line is engaging my positions. More than likely, I will have misjudged everything, and he will take 5-6 turns before he reaches me.

I have taken a gamble placing so many units on that hill – if he has off-board artillery, I’m doomed. That will open a hole so wide in my defense he will have no trouble getting through. Should that happen, my armor can swiftly move men to target areas (I hope).

Enemy infantry approaching from the southwest. I may be able to have Lt Handschein adjust the 120mm shells before it is too late.

Hagemann has spotted the enemy and taken one poorly aimed shot with the Howitzer. Won’t the enemy be surprised to see heavy fire so early in the engagement!

Second Minute:

Handschein has redirected the 120mm shells and Lt Gansel has done the same for the 150mm shells. Two minutes seems a long time to wait for a barrage – the enemy may not even be in the vicinity when the shells start falling. No matter, I must hope to catch his second wave. Morale is excellent (100%) though I myself have doubts as to our victory (19%).

The enemy’s infantry continues to make a slow advance with more units appearing from the northwest. Hagemann has fired again, this time eliminating one enemy infantry unit.

A tank and field gun set up to cover an enemy approach along the road.

Third Minute:

I have issued no new orders. I hope that the artillery barrage will arrive soon – I think my adjustments may be entirely incorrect. Morale is still strong (100%) though the uncertainty of the artillery’s arrival has not made me feel any better about the outcome of this battle (20%). Lt Hermanns may have to advance up to the line as it appears the enemy is heading straight for one of my open areas in the line between the hill and the northern placed PzIVG’s. I shall find out very soon whether the enemy has targeted the hill-top for an artillery barrage, Hagemann may as well have waved a flag saying, “Here we are!”

Thankfully, an artillery barrage from the Americans did not come. More of their infantry units have appeared to the northwest, though Obg Weyter spotted them from the hill and fired two rounds of the 105mm RCL. There were no confirmed kills. I must move troops forward quickly to fill the gap the Americans are headed for – Hermanns’ group should do well.

Fourth Minute:

Hermanns’ entire group has been ordered forward to fill in the gap the Americans are headed for, though there is still a large undefended area between them and my northern PzIVG’s.

The enemy continues its slow march into my line. More shots from the Howitzers, this time it was Blaskowitz – and again no confirmed kills. Obg Carius spotted some American infantry but was unable to fire before they disappeared into the trees. Artillery shells hit near the church, there were no casualties, though the rounds hit closer than I would have liked. One lightly armored vehicle was spotted heading for Hermanns’ recently abandoned position yet it remains unidentified.

Fifth Minute:

Greup, Janz and Wieland have been ordered back to their original locations as they will have a good shot at that approaching light AFV while the rest of Hermanns’ group continues on to fill that gap. Judging by the terrain, the American light AFV should head straight for Greup, Janz and Wieland’s position. Kinkel and Tippach are to take their Panzers south along the road, for a better LOS at approaching troops and I have ordered Unt Hartmann to bring his Tiger to just behind Sauer and Rosenfelder’s ambush point.

More artillery shells have hit the ground around the church and the forest is now on fire. The American bombardment of the hill also began this turn, but as predicted, Kubler and Anglen are holding the troops together there. Greup, Janz and Wieland came under fire from the now identified armored car. Greup and Wieland are pinned while Janz has run away in a panic. Handschein and Kuhn’s artillery drops have begun, though I think my earlier assumption that they will have missed the American troops is true.

Sixth Minute:

Blauvelt and Hauer will begin dropping 81mm mortar rounds at the predicted location of the mass of American troops in two minutes. I had to divert Hermanns’ group away from the gap to take out the armored car. I hope he can succeed. I am starting to feel a little better about the outcome of this battle (28%V). Obg Enders will begin re-positioning his Howitzer, hopefully it will not take the boy forever!

The American bombardment of the hill continues. Lt Kubler was lost and those under his command have been routed. Hagemann’s Howitzer and Weyter’s 105 RCL have both been knocked out. Anglen is doing his best to keep the remaining troops together. Janz and Wieland have recovered – I hope they can fight back against that armored car. Blücher and his boys were able to toss off a few grenades at it, though no damage was done. Hartmann advanced his Tiger with no difficulties and spotted a second armored car, taking a shot at it with his main gun. No reports yet as to the result. Hemper and Basten have spotted what may be an American anti-tank team advancing through their forest and have looked on to it. This battle has taken a turn for the worse, as evidenced by the loss of Lt Kubler on the hill. The Fatherland shall remember such a brave warrior.

Tanks. What’s not to love?

Seventh Minute:

Wieland has a dead-lock on the armored car with his 75mm RCL. He must destroy that vehicle! Eymer has joined Blücher in the attack of that car. Lt Gansel has redirected his artillery fire to a point on the road midway between the current position of Hartmann and the last known position of the second armored car. It seems the Americans are crossing the road at that point. Handschein is continuing to drop shells from the church and the entire contingent at the southern end of the line has been ordered north to the next stand of trees. They will remain there as will the group at the northern end of the line. Even though all known enemy activity has been in the center, I cannot leave my flanks exposed.

This battle has taken a drastic turn for the worse. Though Obg Wieland was able to knock out the armored car with one well-placed 75mm round I have lost the church and over half of the men there to artillery fire. Becker, Ernst, Chronister and Handschein are all dead. The bombardment of the hill continues though we have suffered no more casualties. Basten has eliminated the anti-tank team and Hemper has spotted more infantry sneaking through the forest between his position and the remains of the church. Unt Lummer spotted an American tank destroyer in the same place as Hartmann’s armored car, and was able to fire one shot with the main gun of his Tiger forcing the destroyer to retreat. My southern flank was able to advance without incident. The men are frightened (M 86%) and my chances of victory are slowly getting slimmer (18%) though I can not see how the enemy can win (12%).

settlersbox

I actually had a ton of fun with my kids last night.

Yesterday afternoon I finally bought a game that I had been wanting for years.

The Settlers of Catan by Klaus Teuber.

I know most of you other hard-core tabletop gamers have this and have played it to death for years, but it’s brand new to me. I never bought it because I knew I wouldn’t have anyone to play with so I couldn’t justify the expense – until a few weeks ago. My oldest boy asked if I had ever heard of the game and what I thought about it. I didn’t answer him right away because my vision blurred and all I could think of was holding that amazing box in hands.

I could buy it now!

Guilt free!

We didn’t have the 2-3 hours needed to play a full game last night, but we did set it up and played for about an hour.

Okay, more like and hour and a half.

Fine!

Two hours!

The two older boys and I set the game up, I explained the basics and away we went.

A simple design, yet so fun!

The object of the game is to expand your settlements around the board. Each settlement earns you one victory point. If you upgrade your settlements to cities, you get two victory points.

Each turn, you roll two die. The resulting number tells which hexes produce resources.

The resource cards. You need these to build stuff.

If you have a settlement on the corner of a hex that produced resources, you get a resource card – two cards if it’s a city.

The cards are then used to build roads, build settlements, upgrade settlements to cities or buy development cards. Development cards do some cool things. They can give you victory points, help you progress in some way (ie: give you two free roads) or allow you to play a Knight.

Playing a Knight card activates the Robber. The Robber can either be your best friend (if you’re the one activating him) or the biggest pain in the ass ever. When activated, the Robber is placed on a hex of the activator’s choice. That hex no longer produces resources (until the Robber is moved away) and the activator gets to steal one resource card from a player who has a settlement or city on the Robber’s hex.

Close-up of a city.

After one turn, the boys observed that the game is “like a cross between Monopoly and Risk.”

After two turns, we lost track of time.

After three turns, we were laughing and having so much, I was considering letting them stay up late so we could finish.

After four turns, the wife came downstairs and asked with a smile on her face, “What happened to only playing a few turns?”

Oops, time to pack it up, boys.

Well, as we were packing up, both of them asked if we could play again today.

And over the weekend.

You bet, guys.

Just be prepared for an ass-whoopin’!

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Total Nerdgasm.

As of today, Guild Wars 2 is available for pre-purchase. This can mean only one thing:

IT’LL BE OUT SOON!!!

Check out the webpage ArenaNet has set up for the pre-purchase event. They are offering three different packages: A Digital Edition ($59.99), A Deluxe Digital Edition ($79.99) and A Collector’s Edition ($149.99). I don’t go for the Collector’s Editions of any game so I’ll probably be pre-purchasing the Deluxe Digital. The deluxe package comes with the game, and a number of in-game extras that are design to make game-play either more fun, or a bit easier for a short time.

The original Guild Wars game came out six years ago and I started playing it a month or two just after it’s release. I played it almost everyday for 3 years and now I check in every once in a while. It’s one of those games that’s not like any other and from what I have seen and heard about GW2, the MMO genre is about to be turned on it’s head.

Once I have the game and played it for a bit (alas, I haven’t been invited to any of the closed beta tests yet) I’ll be writing all about it. Unless, I AM invited to a CBT, then I can’t write about because I’ll have to sign a NDA ….

I’m giddy with excitement!

UPDATE

I just pre-purchased the Deluxe Digital Edition. I was given the option to link my existing Guild Wars account to the new Guild Wars 2 account. This will now give me bonus rewards for having met certain criteria in the original game. Very cool!

Also, pre-purchasing gives you guaranteed access to Beta Events and a 3-day head start before the official release. Awesomesauce!

Fendin “Fiddle” Fathvell - a coinshot?

Mistborn: Birthright

Fendin “Fiddle” Fathvell - a coinshot?

Just announced is Mistborn: Birthright by Little Orbit and Brandon Sanderson.

Birthright will be a single player RPG that takes place in Sanderson’s Mistborn world and is set several hundred years before the first book in the series.

The game will be released in 2013 for the PS3, Xbox 360, PC platforms, and Mac and will feature an original storyline created by Sanderson.

Not much is known now, but I’ll post progress updates as I find them. I’m very interested to see how they interpret the books for a game – I’m imagining tons of Allomantic action!

Lovecraftian Fun? Maybe.

No too long ago I picked up Mansions of Madness by Fantasy Flight Games from my favorite store The Game Castle. I was super excited to give this game a try, and at $70, I was expecting a lot from it.

This thing weighs about 10 pounds, I think.

…and a lot I got. So much stuff is in the box, that we spent nearly 2 hours sorting it all out before we could play. There are 12 types of cards (both regular playing card size and mini ones), 13 types of tokens and markers, 15 map tiles (double-sided, so you have 30 map pieces), monster pieces, player pieces and 2 books.

Here are three scans of the rule book that show the contents (you’ll need Adobe Reader to view them):

Mansions of Madness component list page 1

Mansions of Madness component list page 2

Mansions of Madness component list page 3

…and some shots of the actual pieces…

Maniacs, witches, cult members and Cthulhu monsters. Oh my!

Our hapless Investigators.

This is the map set up for the scenario we played.

All of the items are of high quality, though. No disputing that.

But there’s just SO MUCH. It took a while for us to sort it all out, figure out what was what and get started.

The game plays much like a paper and pencil RPG – one player is the Keeper who knows the story and controls all the monsters. The remaining players are Investigators trying to solve a mystery. The Investigators win if they solve the mystery and the Keeper wins if he can prevent them from doing so.

Each player piece comes with their own unique set of abilities to choose from, so you may not play the same Investigator the same way in consecutive games. Each scenario also has choices that the Keeper must make before play, so each scenario will not be the same from one playing to the next. Kind of a cool feature that I think extends the play-ability of this game. MoM comes with 5 ready-made scenarios and you do, of course, have the option to create your own.

The first few turns were slow and clunky as we made our way through interpreting the rules and sequence. Game play sped up as we became familiar with how things went and were able to organize the plethora of cards and markers we had to use.

One thing I didn’t like was how powerful the monsters seemed to be. The scenario we played called for Maniacs and Zombies. The zombie made it in to play, but did not encounter the players. The maniac was extremely difficult for the players to defeat. I’m not sure if it was because there were only two players, or if I was doing something wrong as Keeper, but the players spent too much time dealing with that monster and it cost them the game because they ran out of time.

I’ll need to play MoM a few more times to sort out the details and actual play-ability of this game. It has promise to be a fun game if all the players are familiar with it so that game play can progress smoothly.

Back from the Dead

I don’t know what happened.

I started NH Grog long ago when I was attempting to learn Advanced Squad Leader and wanted to document my progress. Life got in the way and I no longer had time to play ASL.

The blog, forgotten, got dusty and cobwebby and then hidden completely when I started a new blog.

Time is now on my side and I decided to revive NH Grog, but I’m changing the focus from ASL to all games in general.

I’ve been playing a lot of stuff lately and now NH Grog is back and will be active.

All that said, I’ve been playing Dungeons and Dragons Online, 3rd Edition D&D, League of Legends, Munchkin and Mansions of Madness in the past weeks.

Join me in this gaming adventure, won’t you?