Welcome to my solo board wargaming blog. I like a nice cuppa and a decent doorstep sarnie with my games, so it's time to get a brew on! This blog will follow my occasional adventures in hex and counter board wargaming, 'off the shelf' pre-painted miniature wargaming and 'print and play' paper wargaming. I like to keep it really simple so there's more 'beer and pretzels' than high complexity number crunching on the menu.
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Sunday, 27 February 2022
Phantom Leader Rolling Thunder USN: Mission 4
Phantom Leader Rolling Thunder USN: Mission 3
Saturday, 26 February 2022
Phantom Leader Rolling Thunder USN: Mission 2
Mission 2 was a straightforward, low stress SAR support mission, which I'd played before in my short USAF campaign so knew it was a nice easy one. This was a three aircraft mission, so I took two Skyhawks and one Electric Intruder along, all with good AtG ratings and two of them with fast pilots. The mission was a bit of a cake walk with all of the infantry units destroyed plus an SA-2 site, which was added to the target in an Event Card, with only one stress counter gained over the target due to a near miss. In the debrief, I was able to eliminate most of the squadron's stress counters, again thanks to an Event Card and some downtime, as well as gaining 3 VP's and 2 XP's for each of the three pilots involved on the mission. It's all going pretty well so far....
Friday, 25 February 2022
Phantom Leader Rolling Thunder USN: Mission 1
The first mission for the USN in the Rolling Thunder campaign was a strike on a minor bridge by four aircraft, two Skyhawks and two Crusaders. I spent four SO's to allow them their full weight point allowance so that they could load up with BLU-1's, Mk82's and AIM-9 Sidewinders, just in case. They went in at low level but it was a tough target and a baptism of fire.
Two AAA sites were knocked out before the attack went in, leaving a MiG-17, four AAA guns and an SA-2 to deal with. The MiG went down to a Sidewinder in Turn 2, with two of the AAA guns also knocked out but one of the Skyhawks was shot down on the way out by a remaining S-60. Luckily the veteran pilot, callsign Shadow, was rescued under fire but picked up six stress points in the debrief, so will be sitting out the next mission. The bridge was completely destroyed, giving the pilots an XP each and two VP's for the squadron.
It was another good game but I made some tactical errors in the set up, so will need to think it through with greater care next time round. I only had one fast pilot and also took too many AtA missiles instead of bombs or AtG weapons, the latter not having sufficient range to attack from a stand off position. I'll be careful to avoid the same mistakes next time!
Thursday, 24 February 2022
Phantom Leader: Rolling Thunder USN Campaign
I'm about to kick off a new, medium length Phantom Leader campaign switching from the USAF to the USN for a change of aircraft and pilots. This time I have lined up four A-4 Skyhawks for the ground attack and interdiction role, four F-8 Crusaders top cover and interception and one EA-6A Electric Intruder for electronic warfare and countermeasures. I also have some extra SO's to spend so have upgraded five of the pilots pre-campaign to gibe them some more resilience. It should be a lot of fun!
Command and Colors Ancients
I've been after a good second copy of this for ages and was lucky enough to find one as a 'Buy It Now' on eBay last weekend, for only thirty five quid including postage. The blocks have the stickers applied which saves me the hassle of having to do it but otherwise it's in mint condition, so I'm very happy to now have the chance to try it out when I get the time. Excellent!
Sunday, 20 February 2022
Night Fighter Command Sortie 6
Saturday, 19 February 2022
Phantom Leader Mission 3: Convoy Cakewalk
The last sortie of my Rolling Thunder short campaign turned out to be a cakewalk for the USAF. A combination of recon and event cards effectively removed all of the three AAA sites defending the convoy, so the F4's just rolled in and napalmed the trail, finishing off with a couple of CBU's for extra political value. The two pilots gained enough XPs to be promoted to skilled as well, with the overall VP's for the campaign also totalling a very good 9. I've really enjoyed these games and the whole system, so will be launching a new medium length campaign soon, this time with Thuds and an EB-66 instead of Phantoms.
Phantom Leader Mission 2: Scratch One Bridge
The mission against the important bridge target in Route Pack 6a was a success this morning, with the bridge destroyed with laser guided bombs, two bandits shot down with Sidewinders and two AAA sites wiped out with CBU's. The squadron lost one aircraft shot down by AAA but the pilot - Callsign Papa - was recovered under fire. Needless to say the stress levels have skyrocketed but I've sent the squadron on two weeks R&R to recover, with most now on 2 or 3 stress points.
The VP total is now 7, which is pretty good, but the political fall out from the bridge strike means I can only attack a 2 point target, which is a convoy that I just happened to draw as one of the two possible target options. It only has two strike aircraft assigned, so I'll pick my best ground attack pilots - Scorpio and Boomer - to fly the mission, loaded out with CBU's and BLU-1's for maximum effect. Luckily there are no bandits, so this will be a simple interdiction, ground pounding job.
Phantom Leader Mission 2: Bridge Strike
Friday, 18 February 2022
Phantom Leader Mission 1: Search and Rescue
Thursday, 17 February 2022
Night Fighter Command Sortie One Report
In terms of the system, I was thinking that the GCI could do a task roll to get a fix on a bomber each turn, rolling a GCI Skill vs Difficulty 1 roll, so that the game could move along a little faster. If the roll failed, the Beaufighter would advance 1D3 sectors onwards then contact the GCI for a new vector, with another GCI roll made to get a fix on a bomber. That way, the Beaufighter would move around the track a bit more and still get a chance to intercept a bomber at least once in the game. From what I've read about early GCI usage, there were occasions when night fighter crews failed to intercept due to ground controllers not vectoring them on to the target effectively or not being able to identify and locate enemy bombers with accuracy. I'll have to play a few more games to see if this works out.
Tuesday, 15 February 2022
Enemy Coast Ahead
The WW2 air wargaming theme continues with a second hand acquisition via eBay of the board game Enemy Coast Ahead, which replicates the famous Dambusters raid as a solo game. I'm really excited by this one but I don't expect to get round to actually playing it very soon, as I have a stack of other board wargames piling up that need my attention. I think I'll save this one for the Easter holidays in a couple of months time.
Enemy Coast Ahead: The Dambuster Raid | Board Game | BoardGameGeek
Monday, 14 February 2022
Night Fighter Command Opening Shots
Friday, 11 February 2022
Eisenbach Gap
I won an eBay auction for this game last week and I've been having a closer look today, when I had the time to check out the contents of the box. It's a punched game but everything is in very good condition and ready to play, once I've read through the rules. It looks fairly straightforward and should be ideal for solo play as well. I'm focussed on Phantom Leader and Night Fighter Command at the moment but this may well be my follow on game.
Wednesday, 9 February 2022
Night Fighter Command Set Up
Sunday, 6 February 2022
Night Fighter Command Playtesting
I volunteered to do some playtesting of Night Fighter Command a while ago and the author, Alan Eagle, has very kindly let me take part. I have printed out all the sheets, counters, cards and rules so I need to get them cut out and get them laminated before I can start. I've really enjoyed Corvette Command and I'm a very keen air wargamer, albeit with miniatures, so I'm really looking forward to the whole playtesting process, which will hopefully include at least half a dozen ops.
PO 'Moggy' Jenkins famed for his cat like night vision |
F/Sgt 'Jonno' Renaud, his stalwart Canuck AI Operator |
In the meantime, I've rolled up my crew, operating from Middle Wallop with No.604 Squadron, with an English pilot, PO Albert 'Moggy' Jenkins, RAF, (Spotting 3 / Evade 1 / Attack 2 / Flying 2) and his French Canadian AI Operator, F/Sgt Jean Paul 'Jonno' Renaud, RCAF (AI 2 / Reload 2). Their GCI Controller has a skill rating of 4. Their first op will be on the 12th May 1941 when the full moon should make interception easier over the mission route, which will take them down through Dorset then back along the coast around Portland before returning to Middle Wallop for breakfast.
Saturday, 5 February 2022
Phantom Leader Rolling Thunder Mission 1
I was hoping to play the first mission of my short Rolling Thunder campaign today but it took so long to trim the counters and set it up that I'll have to leave it for tomorrow. I had the choice of a SAR close support mission or an attack on a heavily defended major airfield, so decided to go for the easier option. I've loaded our the three F4's with cluster bombs, napalm and 500lb iron bombs, which should do the trick as there are no bandits, AAA or SAM sites to worry about. Fingers crossed!
Thursday, 3 February 2022
Phantom Leader Rolling Thunder
Wednesday, 2 February 2022
Totensonntag Turn 5 and 6
Totensonntag Turn 4
It's going from bad to worse as the 6th Brigade of the New Zealand Division is almost destroyed by the Panzerwaffe. The plucky South Africans also still haven't quite managed to capture Bir El Gubi, not that it matters anyway as it's not a victory objective! The New Zealand 4th Brigade is about to enter to reinforce he remnants of the 6th Brigade but will be advancing straight into a ring of German tanks. Oh dear.