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Showing posts with label Monster Games. Show all posts
Showing posts with label Monster Games. Show all posts

Monday, 17 June 2013

Twilight in the East - the slow advance continues

A few real world problems for our game of Twilight in the East these last few weeks. Second Army commander, while claiming repeatedly that he is NOT off scouting forest locations, has been otherwise out of the gaming shed at Club Dave, resulting in one night of non gaming and another of First Army commander bravely agreeing to control the entire Russian side for another.
Again with soddy pictures, let us recap where the game has progressed to at the mid point (Germans to move) of turn five.
First, the First Army front. Main thing to note is that the front has moved westward a respectable amount. As predicted, the Russians ganged up on the over extended German 17th Corps and in a mutually bloody combat, the 17th Corps was forced to withdraw. This made the question the rest of the German forces had been musing over, namely 'fall back or try and delay another turn?' a lot easier to answer and promptly moved off to the west. The Russians, bloodied themselves, have been cautiously following up and, after the massive multiple division combat in turn 4 mentioned earlier, this front has been bloodless for a while.
Experimenting with font colours for the best contrast, we move to the slightly more dynamic Second Army front. In the top right corner we can see the rail line the Russians are gradually trying to get into service to open a second line of supply. With this in mind the entire Russian 6th Corps has been attempting to work over the minor German units defending the land bridges between the lakes and finally got that entire sledge into walnut effect going.
To the left of the picture, on the other rail line of advance, 1st Corps has managed to advance to just off the image after the defending Germans decided to pull back. Also off view is the three German brigades facing off over a river line. Numbers favour the Russians but supply the Germans.
In the middle we see the heroes of earlier turns, German 20th, come down a peg or two. After swatting Russian 1st Division earlier and causing that to retire and regroup, the Germans decided to attempt the same thing against the Russian 2nd. While not a complete farce, sharp eyed readers may notice the white step loss marker with the German stack that wasn't there earlier.
Controlling the Germans in this game, AWB must confess to being slightly dissatisfied. The fallback was always on the cards across the front, so trading the ground has not been an issue. However the few combats made this last turn and a half have been disappointing. TitE, despite being a monster game, has a few bit of almost tactical feel. Putting in a good attack and coming out ahead in the step loss exchange 'feels' important to the overall result. AWB confesses this may not actually be the correct mind set and that maybe instead should be trying to butcher everyone, but the 'feel' is that the Germans did not do well this gaming night.
Germans to move in their part of turn five.
Real life may get in way of gaming again this coming Wednesday and next game night may not be for another week.

Thursday, 16 May 2013

Tannenberg - Finally playing Twilight in the East

After some false starts, the Wednesday night group down at Club Dave have finally managed to get some serious counter pushing and actually start the Battle of Tannenberg scen in the GMT Games monster, '1914: Twilight in the East'.
As hard core blog fans may recall, some weeks ago an attempt was made to play this game using the training type scenario to blood the newer players. Unfortunately, real life got in the way somewhat, and Scen 1 was canned, cleared and Tannenberg was setup and started. This scen, as the name suggests, is the Russian First and Second Armies advancing into Germany at the start of the war only to be seriously mauled by the German Eight. It is a one map scenario, uses about a third of the counters and runs for about a third of the total game turns. In short, it is probably about a ninth of the total experience of the Grand Campaign(tm).
To recap briefly, the Twilight in the East system uses a turn sequence of A Moves, B React Moves, A Attacks, B Attacks, Swap sides. Reaction moves are at half movement points and the other big advantage is that during the 'A Moves' phase that player can spend MPs for units in position to declare a 'Prepared Attack'.
These 'black attacks' (as the markers placed are black compared to the white 'normal' attack markers) have the three advantages of a column shift in combat, VP to the attack (as at this time in the war everyone loved a brave attacker and engaging the enemy was the standing order of the month) and perhaps more importantly, it locks the target units into the combat.
This last bit is more important then it sounds. Remember the sequence is A Moves, B Reacts, so if B isn't ready to fight they may shuffle back. Alternatively if they are ready to fight they may bring up their friends as after A declares and resolves all attacks, B gets to do the same thing with anything still adjacent.
What this means in the game is a surprisingly interesting shuffling and feinting as the opposing armies approach each other. Unit scale for the most part is the division and for both sides the Army was typically eight or so infantry divisions plus some cavalry divisions. The Russians were not fully ready to advance at this stage and so are faced with the trade off between getting their supply train in order and getting stuck into the Germans while they are still somewhat spread out.
The other interesting thing that may differ for most boardgamers is the style of the combat system. The units are divisions and under the time scale, did not normally get smashed within the period of a game turn. Hence each unit has several steps, with most divisions having about 10. They also each have an off map tracking chart for their 'Combat Effectiveness' (think 'morale'). What this means is most divisions can go head to head for several turns until the unlucky one collapses, and when they do finally collapse, it isn't pretty for the owner. Judging just when to pull back to recover before this collapse happens is clearly designed to be part of the game and show all indication as to being tricky to master.
The group managed to get one and a half turns completely during the gaming night which included a full set up and minor counter sorting, a 'are we ready yet? Right, what happens now?' last minute rule re-check and a partial reset and remove after it was suddenly realised the Russians could and should have moved their army level supply depots during their first move.
Based on this play speed AWB predicts about 4 weeks of solid gaming to finish this scenario.

Saturday, 13 April 2013

Monster Boardgames - Twilight in the East

AWB is mildly surprised to discover that the Wednesday night boardgaming group they are connected with has decided to commit some time and table space to Michael Resch's '1914 - Twilight in the East' by GMT Games.
Slightly old now with a 2007 release, TitE covers fighting against Russia by the German and Austria-Hungarian empires for the first year of World War One at 5 miles per hex and 2-3 days per turn. The vast majority of units are divisions, there are eight counter sheets and five maps. So a reasonably big game then.
Although, having sat down during the week to desperately attempt to relearn the rules, AWB was also reminded that TitE isn't as counter dense as one would originally expect.
Three and a half of the counter sheets are dedicated to information counters - attack markers, step loss counters, entrenchments and the like - and of the 'units', a goodly percentage of these are also used off map. TitE is a game of vast armies grinding into each other and the combat system tracks both step losses - most divisions have around 10 - and division 'Combat Effectiveness' (think 'morale' to use generalised terms) and hence each division has it's own Combat Effectiveness marker used to track this value on off map displays.
What this means is that this vast front is often one of great manoeuvre. Both sides lack the manpower to form a continuous front and due to the supply restrictions, advance is more often then not tied to the major rail lines. Large gaps can and will appear and screening using cavalry is highly recommended.
The turn sequence is a case of A Moves, B Reacts, A Fights, B Fights. Attacks are pre declared during movement with a 'Prepared' attack costing MP and locking units into the combat as well as giving the attacker a handy column shift. 'Normal' attacks do not cost MP but can be reacted away from. The reactive player can also place attack markers during his phase meaning that an overly aggressive active player can find himself counter attacked up and down the line during his own turn.
Net result is that everyone gets hurt and cherry picking the weak spot in the enemy line to attack is not as easy as it first appears.
Our Wednesday group will be trialing/learning the game using the small four turn Masurian Lakes scenario these coming weeks.