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This topic contains 484 replies, has 35 voices, and was last updated by  madman1960 5 years, 7 months ago.

Viewing 15 posts - 301 through 315 (of 510 total)
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  • #1372051

    oriskany
    60771xp
    Cult of Games Member

    Thanks very much, @rastamann – I know you’re setting up for “Cold War goes hot in Europe,” but regarding C21 / Falklands, I see you have some Harriers in your force!  You’re halfway there!  AirWar C21 originally plays with model aircraft, using anywhere from 1:144 – 1:600.  Since 6mm roughly translates as 1:285 / 1:300 depending on who you ask, you’re right in the middle of the range.  😀  Get some Mirages or A-4 Skyhawks for your Argentinians and you’re there!

    Looks like  you have your infantry pretty well sorted as well.

    Yeah, Air War C21 is shaping up pretty well.  I definitely made some mistakes in that first game, both rules-wise and in regards to tactics.  Rules goof:  The lead Sea Harrier shouldn’t have been able to use his guns on that last pass, you can’t fire weapons in a phase in which you use Hard Break.  And tactics wise, I should have kept the Harriers at a longer distance for as long as I could, firing off American AIM-9L Sidewinders (those are definitely the “silver bullets” for the British, both in the historical conflict and in the game).  Knock down at least one of those Mirages before you get in close and mix it up in a dogfight.

    Also thinking of playing with everyone having “Good” +1 pilots.  With “Average” +0 pilots, we were failing at least 60% of our special maneuvers, and the game threatened to devolve into a comedy of errors.

    #1372212

    oriskany
    60771xp
    Cult of Games Member

    Second try at Air War C21 for 1982 Falklands, this time with some improved player aids I re-designed for easier use on the virtual tabletop.

    Also tried playing with +1 “Good” pilots instead of +0 “Average” pilots.

    Went a little more smoothly.  Still made some serious goofs with the special maneuvers (do not rely on these too heavily in this game), I straight out destroyed two Harriers on one re-done turn by attempting … and failing … a Split-S maneuver at too high a speed, I literally ripped the wings off these things and probably killed both pilots.  Re-did that turn, only to blow a couple of Immelman maneuvers and quite literally “fell off the table” and inadvertently disengaged.

    So still learning.  Clearly this game is aiming for a “realistic” look at flying combat jets, where it is possible to “crash and burn” without the enemy even doing you the courtesy of firing at you.

    That said, Argentinian guns are still a very real danger, and Harriers are getting the hang of the AIM-9L Sidewinder.  And the game is very quick.  This introductory scenario was about 45 minutes.

    >>>>>>>>>>>

    Board set up.  In this scenarios, one of the first things you do is determine approach vectors, via a 2d6 roll.  A result of 12 = you get to come on from anywhere you want.  The Argentinians are coming hard out of the southwest, the British from the south.  Argentinians lose initiative.

    >>>>>>>>>>>>>

    The Argentinians opt for an Immelmann maneuver, and all three of them make it!  Sweet!  So they pull up, go ballistic and roll, and corkscrew level with basically any facing they want.  The good news is I applied power before the move, so I come out with respectable speed of about 650 knots (13″).  The Harriers, having won initiative and with “Extreme” rated maneuverability, don’t have to resort to such aerobatics.  They simply bank right, lock on with Sidewinders, and fire.  Now these American AIM-9L Sidewiders, despite being IR-guided, CAN lock on from any target aspect.  Not so with the Argentinians and the R.530 Magics.  So they have to try and launch their larger R.550 Mystra medium-range air-to-air missiles (MRAAMs).  These are SARH (semi-active radar homing), so can attack from any angle.  However, they have to use the Mirage III’s onboard radar, which isn’t great.  Out of three, only one locks on and launches.

    >>>>>>>>>>>>>>>>

    Things get very hairy on the beginning of Turn 2.  I thought I could get the Harriers on the lead Mirage’s tail, or at least behind his right wing, with a High Yo-Yo maneuver.  I misjudged the distance, however, and overshot.  An Immelmann probably would have been better here.  Anyway, the two missiles hit the lead Mirage anyway, and basically blow him out of the sky.  Meanwhile, the other two Mirages were able to perform a power-up and gentle S-turn, starboard then port, and make a gunnery approach behind the Harrier’s left wing.  Using extended bursts (triple ammo expenditure) I was able to put some holes in the Harrier, but because it was just coming out of that High Yo-Yo, there wasn’t enough to shoot him down outright.  Did flame out one of his engines, though.  And that Argentinian Mystra predictably missed.  SAHR missiles fired against enemy front arc get a -1 for bad deflection, -1 for the High Yo-Yo maneuver, +1 for pilot skill.  So that’s a net -1 bonus and the base to hit is poor, 7+ on 1d10 (these Mystras are old French missiles from the early 1960s).  So no joy on that, either.

    >>>>>>>>>>>>>

    Sadly, the game ends right there.  The Harriers are about to “fall” off the edge of the edge of the table.  SO I try two Immelmanns, both fail (the damaged Harrier had a penalty for this check).  They wind up moving half their speed forward, then facing in a random direction.  They both wound up facing OFF the table, so they literally “fell” out of the battle.  BUT TECHNICALLY – a British victory, with one Mirage III shot down and no Harriers lost.

    >>>>>>>>>>>>>>>>

    So yeah, still got a little learning to do on this, but not too much.  Will try this one more time before moving to the next scenario in the Operation Corporate scenario booklet,  Argentinian bombing attack on Royal Navy outside of Port Stanley, HMS Glamorgan (County Class DLG) and HMS Plymouth (Rothesay class FF)

    #1375461

    grimwolfuk
    10506xp
    Cult of Games Member

    Keep your eye open folks as we will be having an additional live stream on Friday at around 7:30gmt as I will be walking through the character creation process and chatting with the Creator of Ghost Ops Rpg James Granty. It will be via the SITREP twitch and are other socials, once the stream has aired it will be available on our youtube.

    #1375485

    templar007
    52370xp
    Cult of Games Member

    I’m setting a reminder now!

     

    Oh, BTW……..that’s 7:30pm GMT right?   Never hurts to ask.

    #1375497

    grimwolfuk
    10506xp
    Cult of Games Member

    correct 7:30 pm or 19:30 GMT

    #1375520

    gladesrunner
    Participant
    2608xp

    I definitely had fun playing Air War…even though I got my Harrier but kicked.  I would love to see someone else play to see if it was just me or if you are just that good.

    I actually can’t wait to see those navel ship counters in action.  I’m wondering how that naval combat compares to the DarkStar “Naval” combat I am used to…other than the crashing into planets thing I mean 🙂

    #1375563

    elessar2590
    18207xp
    Cult of Games Member

    Great show guys (remember to support Sitrep on Patreon so you get early access) can’t wait for the upcoming videos and I’ll definitely check out the stream @grimwolfuk if my internet will handle it (I have horrendous connection sometimes and apparent Twitch doesn’t like that)

    Line of the episode goes to @oriskany

    “Why” – Jim

    #1375759

    oriskany
    60771xp
    Cult of Games Member

    @elessar2590 – Why indeed.  😀

    Look, I have nothing against “hybrid” games, I used to play 15mm Axis & Allies (the tactical mini/hex game, not the traditional board game), and it certainly worked, as a gateway game to bring in new players to the hobby.  But the depth wasn’t really there.   Classic FASA Battletech is another great example of a hybrid “hex-and-mini” game.  They ARE out there, and they DO work.  It’s just …

    Computer wargames have strengths and weaknesses.

    Hex & counter wargames have strengths and weaknesses.

    Miniature wargames have strengths and weaknesses.

    Mashing them together SOUNDS like a good idea, because you’re getting the strengths of both worlds.  But bear in mind that you’re also getting the weaknesses.

    I tried running Panzer Leader in miniature once (Panzer Leader and Storming the Gap have a lot of similarities – similar scale, same command level, etc) and it was kind of a disaster.  The tables could never be big enough, you needed way too many miniatures, the scenario design was sharply limited because you were restricted to what physical minis you had – whereas a normal Panzer Leader scenario has 20-30 different KINDS of units represented.  Not many people have 20-30 KINDS of tanks, APCs, troop carriers, SPAAGs, SAMs, towed artillery, SP artillery, infantry type A, B, C, D, E, F, and G, etc …

    Now some people on this thread like @rastamann might be able to pull it off with his huge 6mm force.  All I’m saying is that its a TON of work, the point of a hex and counter wargame is (in part) to have a crunchy, realistic, tactical wargame WITHOUT months of work.

    Meanwhile, your wargame will still lack the visual appeal and impact of a full-bore miniature game (with terrain, etc).

    That’s the long version.  The short version is still … “why?”

    😀 😀 😀 😀

    #1375778

    rastamann
    Participant
    2735xp

    Well, to be fair, @oriskany and @elessar2590, I’m building up in 6mm because it’s my preferred scale, and not specifically to go hybrid. My initial and main aim is to play Cold War Commander with them, but as with all “historical” wargaming, they’re not rule specific, so I decided that I’d also use them for Team Yankee, which I dislike the look of in 15mm, and use them to try out Fistful of Tows, which is probably the crunchiest of current modern rulesets.

    It was rather nice of the dudes at Lock’n’Load to include some sort of conversion thingy to enable us to play their game with miniatures, but I wouldn’t use hexes, for instance. I’ll just use their rules as just that, rules. I think Storming the Gap is particularly nice over other tactical hex and counter games due to the fact that there are no tables for you to reference and the stats for the units are presented mostly as a regular miniatures wargame stat line. Battletech Quickstrike allows for much the same, though sadly most battletech miniatures are hideous, which is why I use counters when playing it and therefore pretty much only play it as a hex and counter.

    That said, I mostly agree with what you, @oriskany, say. Just yesterday I was playing Nations at War: White Star Rising [WWII] with a friend and it really allows us to play a full battalion in a very small space (each map is a 9 x 11″ geomorphic sheet) to conclusion. The map and counters are beautiful, thought they aren’t a substitute for a full blown minis game, but I did get it to the table a couple of weeks after it arriving at my door! Then I was thinking that playing, say, Steel Panthers (back in the day), which was a computer tactical wargame gave me much the same feeling with the added benefit of the Fog of War being handled by the computer, and some sort of visual spectacle but also lacking the feel of the miniatures and the social aspect of the physical opponent.

    I’m a patient dude, though, with that sort of thing. So, I don’t mind collecting and having stuff not painted for a while (sometimes a big one)

    #1376148

    grimwolfuk
    10506xp
    Cult of Games Member

    Latest Episode here

    #1376252

    oriskany
    60771xp
    Cult of Games Member

    Absolutely, @rastamann – I was just saying you’d need an army about the size of yours to do MOST hex-based command-scale tactical games in miniature.  Now to be fair, I haven’t seen Storming the Gap in person, so I could be wrong.  And the table would look amazing … it would just have to be one hell of a table (and miniature collection).

    I’m definitely a BattleTech fan, but agree, there are some very seriously derp-y looking designs in that ‘verse.  I shamelessly admit that my lists / collections are built more or less along the lines of how the miniatures / mechs look.  There are hard-core purists who raise an eyebrow regarding why I choose certain mechs that might not have the best game values/ abilities and shun others despite their objective superiority …  Also when I pick the newer re-designs that old-school 1980s fans see as “heresy.”  It’s because I think they look dumb.  Nuff said. Who cares, it’s sci fi.  Background? Tactics?  Context?  That what Historicals and Moderns are for.  😀

    Still not 100% sold on the idea that putting ALL the data on the counter makes for a better H&C game.  It crowds the counter design, or makes the counter too large, (which in turns limits the number of hexes in the battlespace, oversimplifying / abstracting terrain), limits the mechanics of the game …  But hey, I’m just glad there are other H&C players out there.

    And +100 “SitRep Points” for the mention of Steel Panthers.  Especially the Main Battle Tank moderns version – I still play that game once in a while to this day.  Maybe we should stream it?  😀  There’s something you don’t see on Twitch every day.  Maybe get some of the “hipster retro” crowd into our viewership.  😀 😀 😀

    #1376306

    rastamann
    Participant
    2735xp

    @oriskany, thanks for the Sitrep points 😀 🙂 🙂 🙂  Steel Panthers 2 was my go to version until SP3 Brigade Command came out. That was the one I played the most (that platoon scale of units just gets me every time). Sadly, I can’t really get it to run properly nowadays on more modern computers. A Steel Panthers battle streamed ought to be nice 🙂

    As for the wealth of information on the NaW/StG counters, I haven’t found it to be distracting or too busy in the counters, but that may just be personal preference on my part. 🙂

    #1376358

    grimwolfuk
    10506xp
    Cult of Games Member

    Link to tonight’s stream on with the creator of ghost ops.

    https://www.twitch.tv/videos/410010027

    #1376379

    oriskany
    60771xp
    Cult of Games Member

    Totally agree @rastamann , about the platoon “command-level” game.  That’s where it’s at, at least for conventional battlefield wargaming.  😀

    #1376399

    gladesrunner
    Participant
    2608xp

    I second the vote for Steel Panthers!

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