Viser innlegg med etiketten After Action Report. Vis alle innlegg
Viser innlegg med etiketten After Action Report. Vis alle innlegg

tirsdag 13. mars 2012

Two-In-A-Night

Last Sunday, I got together with Tor and decided to try out how well scenarios written for Check Your 6! would translate to Bag the Hun. The scenario chosen was "Four-In-A-Day" from the "Over the Channel" scenario book for the Battle of Britain. The scenario recreates a combat from August 18th 1940, where Oberleutnant Gerhard Schopfel's schwarm bounced a formation of Hurricanes of 501. Squadron. Schopfel shot down four of them within five minutes.

In hindsight, the choice was fortunate, as gaming space was limited - my experience is that once fighters have converged in a pure dogfight scenario, our combats have tended to evolve into twisting furballs that revolve slowly across the game mat. The one bomber chase we have done (http://persprojects.blogspot.com/2012/02/tally-ho.html) really stretched the game out.

This was also the first time we tried the altered movement budget that I have been thinking about. This sytem eliminates the last oddly shaped dice from the game, the D4 (the revised damage chart for BtH Lite already removed the D10). This is a subject that I will return to in my next post, as it threatened to de-rail this after action report completely.

Enough chatter, here's the report...

Initial set-up - forgot to take the picture! Schopfel was rated a Top Ace and led Gelb Rotte.

A while ago, I downloaded the free layout program Scribus (http://www.scribus.net/canvas/Scribus), with the intention to use it for redesigning my Bag the Hun Lite cards and tables. This is the first time that I used it for image annotation, and I though it worked very well!

As you can see, I have made the mistake of writing Schwarm in the images rather than Rotte - though that is a mistake I (and you) will have to live with :)



Hurricanes of Blue Section move to spot Gelb Rotte as the Luftwaffe fighters successfully spot all the RAF sections.

As I had managed to forget the bogey markers at home, we used flying stands for bogeys and placed wingmen as the bogeys became spotted. This worked well with our limited formations, and as Tor pointed out the 3D-feel became much better than when using bogey tokens on the game mat. This means I will have to move the new bogey counter project up to the head of the queue...


 
Sprogs coming through from two o'clock, and Jerry on the six!

The RAF dropped in altitude to get a spotting bonus against the high-flying Emils, a gamble that turned out well as the last bogeys were identified. The Luftwaffe, not having the "Vic" penalty of the RAF, had no problems spotting the English bogeys.
Schopfel now maneuvered in to get on the tail of Red Leader, the RAF's only Veteran Pilot in this scenario. Red Leader pulled a quick reversal to shake the Messerschmitts, yet failed against the massive bonuses of the German Ace Pilot. Both English and German wingmen were on the ball and managed to stay in formation during the difficult maneuver.
Meanwhile, Blue Leader pulled a hard turn to get behind Grün Rotte. The inexperienced wingmen failed to keep up, and moved straight ahead, plowing through Red Section - though no collisions occurred.
Note that there is a mistake on this image that was corrected later - Blue Leader should be 1 ALT up and is not tailing Grün Leader.




Red Leader desperately tries to shake Schopfel, who efforlessly remains on the RAF Veteran's tail. They obviously did not teach tight chandelles in flight school, however, as the Vic breaks up and Red 2 and 3 fail to stay in fomation.




Got you, Engländer!

A fortunate string of activation and bonus cards now came up that allowed the German Ace three rounds of shooting at the RAF fighter before it got to move again. The shooting was not exactly flawless, and the Hurricane's legendary robustness keeps it in the air for the first burst - though on the second and third attempts, the Emil's 20mm cannon made its presence felt. First, a shell smashed the Hurricane's instrumentation - though the RAF pilot barely had time to worry about this before his aircraft was blown out of the sky in the next salvo!



Grün Rotte swings around and latches on the tail of Red 3, who has barely gotten his wings. Easy prey...




Looking to claim his second victory of the day, Schopfel tails Red 2. The Hurricane pilot has other plans though, and the wily bugger exploits a rulebook definition to escape!

What happened was that according to the rules, when two aircraft end the movement in the same hex, a roll for collision is made - then the aircraft that moved last into the hex is moved one step forward. As Schopfel was in the hex immediately behind Red 2, he would have had to roll for collision with Grün Leader, then move forward, roll with Red 2, then move forward--- straight into the Hurri's sights! Needless to say, the Emil remained where it was.

In hindsight, "playing the period, not the rules," we might have moved Schopfel to the no. 3 hex hehind Red 2 and allowed him to stay on the tail, though at the moment we were both to amused at this obvious exploitation of the rules to worry about this!




Auf Wiedersehen! Grün Leader places an accurate burst onto the hapless Sprog, and the 20 mm cannon does the rest.

In my "Lite" version of BtH, I do not really worry about what becomes of an aircraft once it is no longer combat worthy. Finding out whether little Billy manages to crash-land his stricken machine and pop in for a pint at the local pub while waiting for a lift to the airfield is really not the kind of detail I require of my games! Therefore, in the "Lite" rules, the  "Engine Destroyed" for a single engine fighter is counted as a shot down aircraft, and the model is removed from the game mat. It was desicions like this that allowed me to condense the damage table down from six to one column.



Red 2 opens the distance to Grün Rotte. Schopfel moves onto Blue Leader's tail, as Gelb 2 gets on the tail of the last RAF Sprog, Blue 3. At this point, we called the game due to time.

An exciting scrap, although I felt somewhat bad for Tor - at the end of the game, the Hurricane gun ports were still all sealed! After the early demise of the only Veteran RAF pilot, the agile Me109Es flew in circles around their opponents, easily getting on and staying on the tail as required. On the one occasion where an RAF fighter found itself in a position to shoot, the fire card failed to materialize before the Luftwaffe Ace pilot had activated and moved off. While Schopfel's ammo was running low, the Luftwaffe still had plenty of ammunition to spare and the next turn would likely have seen one or more RAF fighters badly damaged or destroyed.

The BtH Lite rules are certainly offering the right balance of speed and detail for my taste, and now another period of consolidation will take place as I attempt to improve on the design and layout of my quick reference sheets using Scribus.

Another pleasant surprise was that the Over the Channel scenario seemed to translate really well to BtH, giving an entertaining game. Skirmish Campaigns offer well-written books, and I would reccomend them to anyone starting to game in a new theater, as they offer a good historical overview, supplies a list of relevant aircraft types and quantities - and detail scenarios that seem to easily translate into good Bag the Hun games.

Skirmish Campaigns:

torsdag 2. februar 2012

Tally Ho!

Finally, an opportunity to playtest Bag the Hun 2 Lite: Battle of Britain presented itself! Packing all the required components, I drove over to one of my friends and played a simple scenario. This was a test of both the scenario and the revised "Lite" rules and game aids.



The scenario was set early in the morning, with the sun coming out of the upper left side of the hexes. Playing the Luftwaffe, Tor set up the red bogeys while I played the RAF with the blue bogeys.
The Do17z is starting the game with a damaged engine and trying to exit the far edge of the table.

Six Luftwaffe bogeys make up three rottes on the far end of the table. One of these rottes is made up out of dummies (the image is wrong, the red bogeys were rearranged into three rottes before game start).
Six RAF bogeys make up two Vics heading to locate and intercept the bomber. One of the Vics have lost a man due to "engine trouble" before game start, this formation has a dummy marker to complete the Vic.

On a bright, sunny morning over the green fields of south east England, five Hurricanes head east to locate and shoot down a Dornier that got separated from its squadron during a dawn raid. It should be a milk run. Unknown to the RAF pilots, however, the bomber is not alone - watch out for the "Hun in the Sun"...


   
After a rules introduction, the first turn went so smoothly that I forgot to take pictures! At the start of turn 3, we decided to auto-reveal the bomber and dummy bomber as chasing and spotting them turned out to be very hard for the RAF. In future versions of the scenario, the bomber will start revealed in the middle of the table.

The Dornier made a beeline for the table edge, with Red Section trying to catch up. Suddenly the radio crackled to life, as two Me109Es were spotted just before passing the section. "We've got company, boys!" Blue Section responded by going into an easy left turn, positioning it to intercept the just spotted German fighters. Gelb Rotte moved to retain its position in the sun and remained undetected by the RAF fighters.



"Red Leader to Red Two. Blue Section will handle enemy fighters. Stay on my wing - we are going for the bomber. Tally Ho!" As red section firewalled the throttle, they fell in on the Do17zs tail. Red leader opened up on the bomber, damaging one of its wings just as tracers shot over his canopy from the bogeys on his tail.
Meanwhile, the Grün Rotte leader called "Indianer!" over the radio and in a series of sharp turns got onto Blue Leader's tail. Realizing he was outmatched, Blue Leader pulled into a loop to shake the pursuers - unfortuneately, the only planes he managed to loose were his wingmen. Loosing sight of their leader, they moved straight ahead.



Red Leader panicked and overshot the bomber, while cannon fire from the tailing bogeys poured into his and his wingman's aircraft. Sparks and glass flew everywhere as the canopy and cockpit of Red Leader exploded around him, miraculously leaving him unhurt. As the tracers caught up with Red Two, smoke began to pour from its engine. The Dornier front gunner opened fire on the Hurricanes, only to have the machine gun jam.
In desperation, Blue Leader managed to complete his loop while the experienced Grün Rotte leader easily stayed on his tail and fired long bursts of accurate cannon fire into the Hurricane. A ruptured fuel line caused a fine mist to trail the aircraft as Blue Leader's luck finally ran out. Wounded by machine gun fire, the strain of the sustained gees from the loop became too much for him and he blacked out. Slumped over the stick, his unconcious body forced the plane into a diving turn.



Blue Leader's plane remained in its wobbling dive while Blue 2 belatedly attempted to engage the Huns. A hard turn moved him around the Germans. Grün Schwarm calmly let go of its prey and pulled into an extremely tight turn with slats deployed, turning the tables on Blue 2.
As Blue 3 moved to relieve the battered Red Section, things looked very bleak for the RAF fighters. The Dornier had gotten away. Blue Leader was dead or dying, his aircraft damaged and heading for the ground. Blue 2 was completely outclassed by the German veteran Rottenfürer of Grün Rotte, and barring a miracle it would only be a question of time before he was shot down too. Red Section was chased by an as-yet unseen enemy, which mercilessly poured cannon fire into their Hurricanes. Red 2's engine could seize at any moment, and Red Leader's aircraft was limping home with a shattered cockpit - easy prey.
Expecting the rookie pilot in Blue 3 to single-handedly get the RAF back into the fight against four able Luftwaffe pilots seemed a tall order. Yes, things looked very bleak for the RAF pilots - very bleak indeed!

At this point, we called the game due to time. A thoroughly enjoyable scrap! The game aids and revised Bag the Hun Lite: Battle of Britain-rules made the flow very smooth, despite Tor never having seen or read the rules before and this being only the second game of Bag the Hun i have ever played.

Tor is a delight to game with, and has extensive experience with both a multitude of board games and designing his own games. This made his feedback on the "Lite" rules invaluable. Several suggestions were recorded, many of them detailing the design of the game aids.

All in all, this game gave me both more input to refine the "Lite" version of BtH even further as well as the motivation to do so. Bag the Hun 2 seems to me fundamentally right in its mechanics, probabilities and feel, though as they stand I found them pretty hard to game with.
The difference between my first game (using the regular BtH2 rules) and this game (using BtH2 Lite: BoB) was enormous - the first game was very difficult to play at all, while in the second game the self-made game aids and revised shooting and damage mechanisms made playing the game a breeze.
 It would feel fabulous if my version and game aids can make this excellent game accesible to the more, er, casual crowd of miniature wargamers - and I will as previously suggested by Laffe certainly make sure to contact the game designers with this in mind once I feel game testing and refining of the "Lite" rules is complete.

Now I feel like I can safely invest some more time into the project, though the "Lite" rules certainly seem more than good enough to get some more games in as they currently stand.