Showing posts with label Blitzkrieg Commander. Show all posts
Showing posts with label Blitzkrieg Commander. Show all posts

Friday, 9 September 2022

Cooling

 "Ignorance gives one a large range of probabilities." - George Eliot

I've been doing August stuff, including a trip here:


But there has been some wargaming in the background. We had a somewhat bizarre game of To the Strongest!, with some very lopsided luck, which was clearly just that - luck - and not something inherent in the rules. Soldiers of Napoleon, however is a different matter.

I am definitely cooling on this game and considering that I started off lukewarm that is not exactly a ringing endorsement. Part of the problem undoubtedly stems from the fact that it is not designed as a multi-player game, but there are four of us. We seem to have ended up playing the author's suggested approach, which is basically two games side by side. It's crap (*). We seem to be sacrificing much of the pleasure of social interaction - which is for me at least a big part of why I do this in the first place - for the sake of the purity of the rules. It all seems a bit arse about face to me.

My main problem though is with the flawed arithmetic implicit in the rules. James recently passed me a copy of WRG 6th edition so that I could look at the siege rules. The writers of these appear, to me at least, to have attempted to achieve 'realism' and bugger the playability. Thankfully authors of more modern games tend to do it the other way round, concentrating on finding mechanisms that are easy to use and which move things along smoothly. I play a lot of boardgames and in that sphere one need do no more; it's usually all abstract anyway. When wargaming though one needs/wants to add chrome to make it a reasonable facsimile of what one imagines the historical period was like. Authors don't always seem to me to be able to manage the interface between their neat, simple mechanisms and the chrome. I previously wrote about some nonsensical effects of this in Blitzkrieg Commander 4.

One example from SoN relates to skirmish fire. Now skirmish fire is hard to get right in a set of rules. We tried any number of ways with Piquet and never produced anything particularly worthwhile. The version we ended up with had the sole merit that it sometimes allowed French columns to close with British lines. In SoN units can throw out their light company which then appear as two skirmish stands . You can then fire these with a dice per stand at a longer range than volley fire. If you fire at another unit which also has its light company out then you lose a dice. So far so good. Standard units hit on 4,5,6 and save on 4,5,6, so two units skirmishing against each other would both have an expected value of damage caused of 0.25 disruptions (the term for damage caused in SoN) each time they fire. It's not very effective, but worth doing because units with no disruptions get a bonus in combat. 

Some units, for example those of the British Light Division, qualify for a third skirmish stand. This seems reasonable; specialist troops get a 50% bonus. In practice of course it means they get two dice when firing at a line unit with skirmishers, so that's actually a 100% bonus. And this is where another rule comes into play. One can only save the first hit caused, so the ability to cause two hits is very powerful. I'll let you do the arithmetic for yourself, but it turns the expected hits of these units against a standard unit to 0.625, i.e. a 150% increase. What makes it worse is that these units also tend to be elite (not the term used in the rules) and can both hit and save on 3,4,5,6. If we consider our match up of one of these units versus a standard unit, both with skirmishers out, we find the standard unit's expected hit has dropped to 0.167, while the specialists' has increased to 0.889. Were these units really five times better? It seems unlikely to me.

Add in other facets of the rules, in particular the ability to concentrate of multiple units' fire on one target, and you end up with a game that is dominated by the skirmish fire of certain formations - I'm looking at you again Light Division -  and frankly isn't that much fun. 

* And, incidentally, quite a lot worse than our own quickly cobbled together approach which we tried first.

Saturday, 18 January 2020

More 4

Two actuaries are grouse shooting. They see a grouse in the air and they both shoot. The first actuary’s shot is 5 metres wide to the left. The second actuary’s shot is 5 metres wide to the right. The actuaries congratulate each other, because on average they hit it.


So, back to BKC4. The following needs to be read in conjunction with the previous post. Once again our imaginary target is an infantry unit with strength 6 and saving throws are ignored.

In the open attackers need 4,5 or 6 to hit. They therefore expect to kill the unit by rolling twelve dice. For every hit that doesn't kill the unit a dice is re-rolled and the same result (i.e. 4,5 or 6 in this case) on any dice will result in the target being suppressed. They therefore expect to suppress the unit by rolling four dice. There are therefore three suppressions per kill.

In light cover 5 or 6 is required. The equivalent figures are 18 dice, 9 dice and 2:1. In heavy cover, with a 6 required, the figures are 36 dice, 36 dice and 1:1. The progressions are therefore:

Suppress:  4, 9, 36
Kill: 12, 18, 36
Suppressions per kill: 3, 2, 1

So, does it require nine times more firepower to suppress someone in hard cover than someone in the open? Maybe it does. Perhaps the rule designers arrived at that conclusion scientifically following much research and designed a mechanism to deliver the required effect. Or possibly they designed a mechanism that happened to give that result and left it at that. Your money your vote.

Would the ratio of suppressions to kills drop as the target moved into heavier cover? I'm going to come right out and say no; in fact I'm going to assert that the exact opposite would be true. And do you know what, I'm not going to offer any evidence beyond saying that it's bleeding obvious. Now, once again it is possible that after much research the designers have established that I am wrong and have designed the perfect system to deliver the result that they want. On the other hand it is also possible that they have not noticed the arithmetic implications of their design, not understood them, or don't care. Once again you can choose for yourself.

As I said in the previous post, whilst this issue irritates me (and let's be fair I'm a grumpy old man in the first place) it's not that important unless one finds oneself in the fifth circle of hell condemned forever to refight Sidi Rezegh by charging pointlessly at infantry dug in on an escarpment. But overall it does seem to me  that the authors are more interested in the ease of playing the mechanisms contained in their rules than the results which arise from them.

 I will return at some point to the issue raised by Hopalong Freitag as to the size and cause of the intersection between the set of mathematicians and the set of wargamers.

Friday, 17 January 2020

Linear versus exponential in BKC4

I have been asked to expand on my statement yesterday that "the benefits of being in cover increase in an exponential manner while the benefits of better quality or greater quantity are linear". Before I do so, let me clarify a couple of points:

  • The sentence in question is constructed using the rhetorical form of antithesis largely for literary effect. It's really only the cover bit that bothers me. Even then it's the least of the reasons that I don't like Blitzkrieg Commander; it got on the list because it features a lot in the Sidi Rezegh scenario.
  • I haven't actually read the latest version of the rules. I have read BKC2, but for BKC4 we are relying on James, who is umpiring. If there is some error in the way we are playing then I will be the first to hold my hand up and acknowledge that it's all his fault, although obviously I will not be angry with him, just disappointed.
  • I am well versed in the higher mathematics, but clearly can't be arsed to do any heavy number crunching, so have therefore limited myself to first order approximations; specifically I have chosen to ignore the impact of saving throws. Should anyone wish to take me on in the area of probability theory I feel obliged to remind you that my first degree was in Mathematical Sciences and to warn you that in doing so you will be entering a world of pain.
  • As a contrast I claim no particular knowledge of Second World War tactics, equipment, combat or anything else battlefield related really; I'm more of a grand strategy sort of guy. Some things don't look right to me - which is why I'm going to mention them - but if you tell me they are OK then I won't argue.

Blitzkrieg Commander is a D6 based game. Units have a number of attack dice and a range, either or both of which may be different for anti-tank and anti-personnel firing. There are slightly different rules for off-table artillery, but they don't change the overall point being made. As the quality of units increases (e.g. better types of tanks) they gain extra dice and/or longer range. Any unit firing within half of its range gains an extra dice. If more than one unit fires at the same target they add the number of dice together. All this is recognisable, perfectly sensible and, I believe, fits being described as linear.

When a unit or more fires on another the dice are rolled. In the open any 4,5 or 6 counts as a hit. If insufficient hits are made to eliminate the target (hits are only cumulative within the firing players turn; they are removed before the owning player's turn begins) then a number of dice equal to the number of hits made is rolled and any 4,5 or 6 causes the target to be suppressed i.e. it can't activate on its next turn. (Suppression markers are not removed until then end of the owning player's turn.) It is, in essence, a game of suppression; make the enemy keep their heads down and then carry out your own objectives. We can see that, in the open, we would expect to suppress a unit once for every four dice rolled against it. Four dice would, on average, result in two hits, and two hits would, on average, result in one suppression.

When in cover two things happen: the to-hit throw required becomes harder and there may be a saving throw (actually armoured vehicles in the open get a saving throw as well). I'm going to ignore saving throws in the calculation because they complicate matters and actually work to skew the thing even more anyway. So in the next type of cover the roll required is a 5 or 6 to hit, and also subsequently to suppress. The same logic as above shows us that we expect to suppress the target for every nine dice rolled against it. In the hardest cover we have to roll a 6 to hit and afterwards to suppress. We therefore expect one suppression for every thirty six dice. It is my contention that the progression 4, 9, 36 is exponential in the everyday sense that the increase is becoming more and more rapid.




It is also my contention that something isn't right. An infantry unit firing at close range at another infantry unit rolls four dice. The target requires six hits to destroy it. So if you get caught in the open you would expect, on average, to get suppressed if the opposing unit activates and fires once and destroyed if it activates and fires three times. If the target is in hard cover then in order to expect to suppress it on the first activation (I use the term 'expect' in the sense of probability theory) you would have to fire at it with nine units. Now, clearly one would anticipate using a larger number of units, but does nine seem right to you? That point is to some extent moot, because the real problem is how many turns you would expect it take you the eliminate the target. The answer is, of course, also one. Having thrown the thirty six dice one would expect six sixes. In other words firing against infantry in hard cover it is as easy to kill them as to make them keep their heads down; or, if you prefer, it is as hard to make infantry in trenches keep their heads down as it is to kill them. Does that make sense?

In reality I am well aware that if you repeated this unlikely 9 vs 1 scenario many times you would on occasion suppress some units without killing them because the other side of the distribution curve contains a whole number of units killed without being first suppressed. To which I reply, so what? 






Thursday, 16 January 2020

Pot90pouri

Firstly, commiserations to Jonathan Freitag over at Palouse Wargaming Journal, who, in case you hadn't heard, has broken his leg. Get well soon old chap, and I trust you will find a productive way to use the time.



Last night was day 2 of Sidi Rezegh Day 2. You may have formed the impression that I didn't like either the scenario or the the rules, and you would be correct in doing so. I'm not going to say any more about the set up of the game, except to remind you that it involves the Germans charging onto the table, the British moving towards them and then eventually someone winning. I am however going to be rude about the rules. Now, clearly James really likes them, and he is a person of high standing within the wargaming fraternity, whereas I am just some chap who dabbles in toy soldiers in such intervals as a heavy schedule of cultural activities and wanton women allows. Nevertheless, I don't like Blitzkreig Commander.




In no particular order:

  • I don't like the way the benefits of being in cover increase in an exponential manner while the benefits of better quality or greater quantity are linear.
  • I don't like the lack of a target priority rule, which inevitably results in ganging up on the opposition's strongest unit.
  • I don't like the key role played by command radius, a spurious concept at the best of times and one that seems out of place in the period. In practice it is a significantly greater handicap to attackers than it is to defenders and makes it difficult to co-ordinate close assaults with artillery support. There is a small tweak in the rules to somewhat ameliorate this issue, but James has taken it back out of his house rules; wrongly, in my opinion.
  • I don't like the activation mechanism. It is crude and offers the player no real choices; one simply keeps rolling until one fails. I would compare it unfavourably with, for example, the process used in To the Strongest!, which achieves a similar objective, but relies on the player making some real decisions. 
So, to recap, I don't like it.




Laser cutting continues, and I am pleased to say that I think I am beginning to get the hang of the various programmes and machinery involved. Which makes it all the more surprising that my first attempt at a corner for the wall didn't fit together and had to be thrown away. In happier news I have produced another attempt at a warband base, which is shown above squaring off against a couple of Roman units. 




This is it compared to the base I have previously been using; much better I think.

Thursday, 9 January 2020

Wot, no cake!

So, we're having another bash at Sidi Rezegh. James claims that it's been four years since we last did it, but I think he means that it seems as if it takes four years every time that we do. If you read his blog you will see that he is very complimentary about Blitzkrieg Commander 4 (*); I shall go as far as to say that it is better than Blitzkrieg Commander 3. Part of my reluctance to say more is because, as I have admitted before, I don't know very much about the period (**). I would genuinely like to learn more, for example why, in the whole of the six weeks of Operation Crusader, there appears to have only been one battle.



I won't tell you in detail what happened - and nor will James because he didn't take any photos - but all you need to do is look back at previous reports of refights: the Germans made a futile infantry attack on the escarpment while waiting for their tanks to turn up. The Panzers will arrive next week and the accompanying 88mm gun will destroy all the British armour and that will be that. You read it here first, or perhaps you read it the last time we did it, or the time before that, or the time before.....

What was noteworthy was that I managed to activate one command five times in one turn which, for those who don't know the rules, is virtually impossible. On the other hand my opening artillery barrage achieved absolutely nothing and the untouched defenders suppressed everything they fired at, so luck was reasonably even.


*   Apart that is from all the bits with which he disagrees and has changed already.
** I mean in a wargaming sense obviously.

Thursday, 9 August 2018

Explotar el puente

We entered a new era of wargaming - or at least a new theatre - last night when James' long awaited (long, long, long awaited) Peninsular War forces took to the table for the first time. Peter and I had no advance warning of this nor, more pertinently, that we would be playing Black Powder. I'm pretty sure that it was the first time this year that we had played them, and a certain rustiness showed through. James had obviously studied the Napoleonic elements in particular (skirmishers, squares, columns of attack etc), but I think we realised fairly early on that he was in the same boat as us when he tried to slip in a rule that clearly came from Blitzkrieg Commander.

The figures are, naturally, wonderfully painted. They have appeared a number of times already on his blog and I believe that he is intending to put up some more photos following this game. Speaking of which, I think what happened last night best described as exploratory. The rather abstract way that skirmishers are dealt with is much to my taste, but took a bit of getting one's head around. I think we all agreed that riflemen were too much of a super unit (I took out a whole regiment of hussars from great distance with one small group of them) and the next step is to try to incorporate their effect into general skirmish fire rather than having them represented separately. All those years ago when I started wargaming I was at the hyper-realist, rivet counting end of the spectrum; now I lean to as abstract as possible while retaining an acceptable level of recognisable period flavour.

For the record the game, a version of that old favourite the blow the bridge scenario, was not going the way of the British when we called it a night, but I think we had all gained a better understanding of the appropriate Black Powder Napoleonic tactics, not to mention reminding ourselves how the core rules work in the first place.

Saturday, 25 March 2017

Vernally yours

"If people did not love one another, I really don't see what use there would be in having any spring." 
- Victor Hugo

As someone once said, there is a world of difference between the first day of spring and the first spring day. I gleaned from somewhere (quite possibly by watching QI) that in these latitudes spring advances north at walking pace; whatever form of transport it used, it has now arrived in the Wharfe Valley. I have also been advancing at walking pace, though in my case it was  over Blubberhouses Moor along the Roman road that ran between Ilkley and Boroughbridge and then across Denton Moor and back down into the Washburn Valley. Anyway, be that as it may, the sun has been shining, buds are on the trees, they are playing bowls in Wharfemeadows Park and lawn mowers are on special offer in Argos. I would have included the appearance of lycra clad cyclists on the roads in that list of the harbingers of spring, but round here they never go away. Indeed the first item for discussion when Peter and I arrive at James' for a game is often just how difficult it has been to see them in the road while driving there, given their inexplicable preference for dark clothing on dark winter nights.



So it was again this week, but I suspect that in the absence of an accident you're not actually that bothered so let's take a look at the game instead. It was fun, as pushing toy soldiers round a table always is. I would normally start with the result, but it's slightly unclear what that was. I conceded defeat after a couple of hours - you will recall from the previous post that I was rather pessimistic going in to the second evening - but was persuaded to play out the next couple of turns by James. Naturally, I then had an exceptional run of dice rolling and my reinforcements from 21st Panzer swept right up on to the escarpment in a manner guaranteed to irritate not just the opposing commander, but also anyone who might have based an earlier decision to give up based on mathematical probabilities. I calculate that the chances of me making those particular command rolls was about 5 in 10,000 which means I think we can all agree that capitulating was the right thing to do even though it was subsequently proved to be the wrong thing to do.

As for the rules, it's too early to pronounce judgement. Apart from anything else we're all playing to different understandings of what's printed in them let alone what they actually mean, although obviously debate does lead to a consensus; that consensus being whatever James says. On top of which even my scanty knowledge of military hardware capabilities in North Africa during the Second World War has necessarily improved after a couple of games. It is therefore time to put it all to one side and do something else.







Saturday, 18 March 2017

How far?

"Only those who will risk going too far can possibly find out how far one can go." - T.S. Eliot

It's been a while since this blog interested itself in the higher mathematics. Those who recall the offset square line-of-sight debacle will know why. However, having done some, with hindsight, bogus calculations the other day regarding likely movement distances in Blitzkrieg Commander I have developed a bit of a taste for it and have had a short (actually very short) play with the numbers again, this time on a spreadsheet rather than in my head. This is a bit of a 'spherical chicken in a vacuum' exercise because what I calculated has nothing to do with reality, but then again we're wargamers so we should be used to that. And before I start let me apologise for sloppily referring in the previous post to averages when I really meant expected values.

So, if we assume that the Germans are trying to move an armoured formation as far as they can in a straight line across open terrain without firing or being fired at, without encountering anything in their way, without the units changing their relative position to each other, and making the assumption that only the first command roll each turn doesn't suffer a distance penalty, then the expected value of the distance they would move before failing their command roll is 21", or at least it would be if the commanders were not restricted to moving 24". Rather counter intuitively, the fact that they are so restricted means that the expected value averaged across several turns would be reduced somewhat further even though they can actually move more than the expected movement of the units under their command. However, to calculate the effect of that with greater precision is more complicated than even I can be bothered to do. On the same basis the British can expect to move 16", which would be similarly reduced by the command unit move restriction. The difference is entirely due to the Germans having a CV of 9 and the British 8. Possibly the most interesting point of all of this is just how much of a difference that lower CV makes.

Clearly we use inches rather than the centimetres of the original rules - embarrassing but true - and (mostly) convert them by multiplying by 60%, meaning tank units move at 12" per segment. The fact that neither expected value is a multiple of 12" gives a good indication of the abstract nature of all this. Anyway, apart from providing a tangible example of the importance of not unnecessarily reducing the target one is making a command roll against if one can avoid it, there were actually some concrete results from my self-indulgence. On re-reading the rules I think I've found two that we are playing wrongly:
  • Distance from commanders does not affect command rolls in respect of infantry guns (page 12, note 2)
  • The German flexible tactical doctrine means that HQ command units can issue orders without any penalty on their command roll (page 43)
So, not a complete waste of time then.

 "In mathematics the art of proposing a question must be held of higher value than solving it." 
- Georg Cantor

Thursday, 16 March 2017

An escarpment too far

Last night I dreamed I went to Sidi Rezegh again (a). I believe the details of the scenario are over at James' blog, but I haven't read it because it includes the British secret briefing. It was, as ever, an enjoyable evening although the Germans are in for the usual defeat; usual when being commanded by me that is. There are several reasons for this:
  • I don't know anything about the period. It was a time of rapid technological change and unless you know the difference between a III and a IV and an E and a G then you're on a hiding to nothing. I don't and, let's be frank, I'm never going to. It just doesn't speak to me. At one level this strikes me as odd because in my life I have known and spoken to several people who fought in the Libyan desert - indeed I was related to one - but then again perhaps it's not so odd after all.
  • I very much underestimated the firepower of the British infantry along the escarpment at the start of the battle or how impervious they were to artillery fire. (For the record I still don't understand that last bit). This is obviously related to my lack of feel for the period mentioned above.
  • I based my opening moves on the average distance that a tank command should move per turn before failing their command roll if moving is all they are doing (28" for Germans, 21" for British) under the Blitzkrieg Commander rules and as calculated by me making certain broad brush assumptions (mainly related to the placement of the commander) (b). In the event I didn't move as far, Peter moved further. Averages don't really mean anything over a couple of turns, but you've got to start somewhere when making a plan.
  • The scenario doesn't, in my opinion anyway, work. I quite like not knowing what is going to happen regarding possible reinforcements for the other side, but the ones that have already turned up mean that the Germans can't win. Given the move distances above there is no realistic way that the Germans could ever cross the escarpment via the wadi in the centre in the time allowed (averages do mean something over a greater number of turns); their only option was always to cross the gentler slopes to the east. The British now have that lined with hull down tanks. Given the way the rules work - in particular the need to concentrate fire in order to eliminate units - there are simply not enough moves left to dislodge them. In short, the game is too short to give the German commander a choice of options.
The rules themselves give an entertaining enough game. I am very much at ease with the uncertainty caused by the command roll mechanism. I don't really like the 'ganging up' element of the way that fire works, but it's not a big deal. The aircraft rules seem to involve rolling a lot of dice the importance of which is only understood by the umpire, but other than that are fairly simple. I thought that my use of the smoke and close assault from behind it went reasonably well and would have been a lot better if my tanks had dealt with the armoured cars like they were supposed to and if every man in the British army wasn't apparently equipped with a heavy machine gun of his own. I also don't understand why bren carriers are as invulnerable as a nuclear bunker despite - as far as I am aware - not having a roof, but like I keep saying, it's not my period.

(a ) Hat tip to Mr and Mrs Du Maurier
(b) For the record these are the numbers as I now calculate them. Originally I had misinterpreted the way that commanders themselves move and my plan was based on 8th Panzer moving more quickly.





Thursday, 9 March 2017

Dust my trench broom

The lower Wharfe valley's well-oiled wargaming machine has sprung back into action after a short outbreak of real life. We rendezvoused in the wargaming annexe for a run through the second scenario from the Two Fat Lardies' Stout Hearts and Rude Acronyms. It is a bit of a point of principle that we should leave sufficient time between games of the same rules for the details of said rules to be forgotten; and so it proved. We had to have a bit of a do over following the first exchange of fire because we got it completely wrong. Still, I at least am the sort of sad person that gets enjoyment from puzzling my way through the ambiguities and omissions of the average ruleset, which is helpful because in this case the early scenarios are designed precisely with that in mind and lack a certain something as games; balance for example.


I forgot to take any photos so the one above is the position at the end. The British have gained the first trench and despite taking heavy casualties from the heavy machine gun have defeated the defenders in melee. By that point sheer weight of numbers meant that the Germans had no chance and so we called it a night. We did, I think, increase our understanding of both rules and tactics and a couple of elements came into play that hadn't when we had tried the first scenario, specifically hand grenades and close combat. I think we almost got the latter one right. We are also edging towards our first house rule; none of us care for the everything can fire on the Snifter card. I'm leaning towards two such cards and when the second is drawn that's it, turn over.

It will of course be a while before we can try that out. Firstly of course we have to let all understanding of the rules fade from our memories. But in addition the third scenario in the book requires a village of eight houses, of which I currently have, in round numbers, none. Peter and James are very keen to spend my time and money on acquiring some, but I have my reservations. Anyway, no imminent decision is required: there's a rumoured revisit to Sidi Rezegh (supposedly a different day of the battle to last time) using Blitzkrieg Commander two and a half, and I myself shall be turning my attention to the latest C&C Napoleonic expansion.

Friday, 10 February 2017

Pot66pouri

I've just had a rather disconcerting, but not terribly timely, email from Sainsbury's warning me about the possible presence of salmonella in something which I bought four days ago and ate the following day. I think it's fair to say that I would rather forgo all the bonus nectar points in the world in return for untainted food. However, if this is indeed to be the end of Epictetus then I had better bring things up to date; your grief will only be heightened for not knowing that not only have I been to see the very excellent Dr Bob and the Bluesmakers once again, but that I also won £25 on the Premium Bonds. That should take the edge off a painful death by food poisoning.

Speaking of poisoning, I also saw the latest live broadcast from the National Theatre: Peter Shaffer's Amadeus, a play that takes a Shakespearean approach to the relative importance of historical verisimilitude on the one hand and the dramatic narrative on the other. I've always liked the ironic way in which Shaffer underlined the lesser esteem afforded by posterity to Salieri - and what a performance by Luciani Msamati - compared to Mozart by naming a play in which the former is the main character after the latter. This production  was moving and engaging in a way that the other plays I saw last week most certainly weren't.

I've also been to the seaside, St Annes-on-Sea in fact, improvidently choosing one of the coldest days of the winter for the purpose. I had fish and chips for lunch in the pier café - full name: Cafe on the Pier - at a table overlooking the beach; a cliché I know, but, as I pointed out to the Tofu Lady, one sometimes one just has to let oneself be swept along by the moment. Nearby was this statue, which I photographed with the camera kept in my manbag for just such an opportunity.




There is no point in having a competition because a quick web-search would identify it for you, but I wonder if many people will immediately recognise who it's supposed to be. The first words that I ever heard my ex-wife say - on our first day at business school - were to explain that although she shared this chap's name she definitely wasn't him (a); and yet I still married her. And on the subject of wives, on our visit to Vapnartak James came up with the hypothesis that the second wives of wargamers are far more sympathetic to their husbands' hobby than first wives. Much of the evidence seems to point in precisely the opposite direction, but I have no current intention of putting it to the test.

As the subject of wargaming has been raised I should report that we had another crack at Blitzkrieg Commander II. We had a better grasp of the rules this time and Peter at least seemed to have worked out how to use them to properly coordinate his attacks. They are certainly quicker than Piquet for handling large numbers of units. I'm not an expert on second world war gaming, but then nor am I that big a fan. The problem seems to be that, in the minds of the rule designers at least, the Germans had by far the best equipment; the implication presumably being that tactical superiority was undermined by strategic over-stretch. That may well be true, but it doesn't always make for a particularly satisfying game on the table.

Anyway, that's as may be; I more pressing matters on my mind, namely imminent diarrhoea, fever and abdominal cramps followed by death. Vale!


(a) This was shortly followed by another student asking if despite his surname being Ogden we would refrain from calling him Hilda. Naturally he has been known as nothing else for the last twenty five years.

Sunday, 5 February 2017

Blitzkrieg bashing

I have enhanced further my growing reputation as the grumpy old man of wargaming. We had a crack at Blitzkrieg Commander II last week and when my tactics didn't work I may possibly have complained a bit. My irritation drove me to re-read the rules, searching for confirmation that I had been wronged by our errant interpretation thereof. Instead I found that what I had done was not just ineffective, but was actually specifically forbidden. As anyone who remembers our (many) refights of Sidi Rezegh can testify I have never pretended to be an expert on the Second World War. Anyway, expect James' blog to contain much ranting about artillery drift, about which he is prone to carry on like a drunk in a pub looking for a fight. Speaking of which, whilst we were en route to Vapnartak he regaled Peter and I with amusing and colourful stories of his life as a young man in the Channel Islands.

The organisers of the show have apparently made the decision to switch from demo games to participation games, the net effect of which was that there wasn't a great deal to look at. I'm rather partial to having a go at participation games, but there wasn't time as it was a flying visit; Peter being keen to return in order to muck out his horse. There was some meeting and greeting of those others who had made the journey from Ilkley - epicentre of wargaming in the lower Wharfe Valley - across to York, and I was somewhat impressed to be introduced to the author Angus Konstam; certainly more impressed than he was to be introduced to me. As it happens I have been reading his new book on The Barbary Pirates, and very interesting it is too. I have some half baked ideas for games based on their raids on southern England using my small fleet of Zvezda medieval life boats; none of which have seen the light of day so far. But then again I have all sorts of projects in hand, and my shopping reflected that. I picked up some pre-ordered trench sections for the next trench raid scenario, some MDF bases (admittedly with multiple possible applications), some ladders from Irregular (for the Siege of Constaninople, a game that you will remember I couldn't make work and actually packed away) and a copy of Square Bashing (with the intention of using my existing stuff to game at a different scale). Add in the wish to test the new C&C Napoleonics rules and rewrite the Romans in Britain rules and it's a bit of a long list. You won't surprised therefore to hear that I continue to paint 15th century English longbowmen, which address no item appearing on it.