Old School Tactical from Flying Pig Games

Raid on the Marshall Islands – an Order of Battle Pacific AAR, part 2

Airboy’s raid on the Japanese, early in the war, rolls on ~

Avery Abernethy, 26 July 2017

As introduced last episode – This is an after action report (AAR) from Order of Battle: World War 2 the US Pacific Campaign and the Marshalls – Gilbert Islands Raid scenario. I played this scenario as part of the US Pacific Campaign. 

 

Objective Black 1 was hit by my air wing on Turn 2. The aircraft were on the ground and two Jap ships were at the island. Unfortunately, there is also a Jap coastal battery on the island. My air groups immediately sink one Jap ship and strafe the parked planes. My carrier must stand off until the coastal battery is taken care of.

 

By turn 4 the US Navy in TF Black has sunk two ships and destroyed the coastal battery. My ships can now shell the Jap planes on the ground and blow up the oil depot.

 

Meanwhile, TF Red’s combat air patrol spotted two Japanese merchants in-route to target Red 1. My air wings heavily damaged the Jap merchants while my two ships sailed closer to Red 1.

 

An overview of the situation is easily obtained by the game.

The distances are so great that the overview feature in the game is very welcome.

Objective Red 1 was really easy. No coastal gun, no anti-aircraft and no oil depot. My carrier air wing did the job really fast.

Objective Black 1 has been largely liquidated. The coastal battery, the AA gun and the Jap planes are all destroyed. My ships will shell the oil depot as they pass on their Southern heading towards objective Black 2. The dive bomber and torpedo plane landed to refuel and reinforce. My F4F Wildcat refueled last turn and is heading South to recon the next objective.

 

Objective Red 2 is going to be a lot harder. There is an airfield with Jap planes, an AA gun and an Oil Depot. My PT Boat will swoop in close to the island to bring the AA gun and any parked Jap planes under direct fire. The last Jap plane from Objective Red 1 was destroyed. Black Task Force is steaming South.

 

On Turn 8 my Red Task Force has liquidated the first target and is sailing West towards target Red 2. That is going smoothly. Black Task Force destroyed the Oil Depot and is heading South. Unfortunately, Objective Black 2 is even tougher than Black 1. There is a light cruiser, a heavy AA unit, a merchant ship and an unknown number of Jap planes as scouted by my F4F. It will take one carrier air wing, two destroyers and a cruiser a while to eliminate this target.

 

 

Turn 9 shows how my US battle plan is starting to unravel. I sent one destroyer from the Black Task Force due West in order to link up with the Red Task Force around the last objective. The Jap Light Cruiser steamed North at full speed and is attempting to engage the carrier with the Black Task Force. Target Red 2 is going to be easy meat. My PT boat damaged the Jap Squadron on the ground. My F4F did additional damage. I should be able to shoot down the Jap squadron next turn. The PT boat can easily take care of the light AA gun and my ships can blow up the Oil Depot as they sail West. So far, the Red Task Force is getting the easy opposition and the Black Task Force is engaging a lot more units.

How does the battle wrap up?  Come back and see later…


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Outpost Gamma – A GrogHeads AAR, part 3

The legionnaires are far from home, and facing impossible odds.  Still. ~

Michael Eckenfels, 26 July 2017

AAR: PART 3 (TURN 2)

Just a note – if the map or counters look different from this point forward, it’s because I’ve moved to another format. The VASSAL module is awesome for pure play-through, but when it comes to writing up an AAR and needing more finite control over the pieces, it’s not meeting my needs.

The differences are minute, and hopefully you’ll see it as an improvement for the purposes of this write-up. I encourage you, if you’re a fan of VASSAL, to go click on the link above and check it (and other DwarfStar products) out.

We’re one turn in and we’ve only managed to pop two of the Irdan Rebel units, but this should hopefully change as they come within range of more weapons.

Of course, that means THEY have a chance to hurt the Legionnaires, too…

The Tuesday Interview – COIN on Mars!

The designer of the home-brewed COIN-on-the-Red-planet game gives us the scoop on his personal design ~

Brant Guillory, 25 July 2017

The COIN system has taken a variety of odd directions – some modern, some not – many of which we’ve covered here at GrogHeads.  One place the COIN system had not yet gone was to space.  Until now.

A home-made COIN-based game, set on Mars, has started to capture some attention, and there’s some buzz about it on teh interwebz.  With that in mind, we tracked down the creator (wasn’t too hard, he’s on BGG!) and bugged him with some questions about his design.

First, the obvious question – this wasn’t anything official from GMT, was it?  You’re not just part of a, ahem… “guerrilla” marketing campaign, are you?

Not official from GMT in any way shape or form. When I first had the idea for the game I messaged Volko and asked his permission to use the game engine. He was 100% cool with that and said if I ever wanted to publish the game, that GMT would be the place to do it.

As it stands, there is no agreement, formal or informal, with GMT to publish the game.  Ideally, there will be. Otherwise this will end up being a free PnP game.

 

 

Urban Operations – First Look!

Cyrano dives into to the new MOUT/FISH game from Nuts! Publishing~

Jim Owczarski, 24 July 2017

What’s inside the box?  Let’s take a look…

And so how does it play?  We’ll let Cyrano get back to us on that one.


Chat about it below, or in our forums, or hit our FaceBook page >>

Raid on the Marshall Islands – an Order of Battle Pacific AAR, part 1

After Pearl Harbor, it’s time for the US to strike back ~

Avery Abernethy, 24 July 2017

After the Japanese destroyed most of the US Pacific Fleet at Pearl Harbor on December 7, 1941 the US Naval Command and President Roosevelt were under tremendous pressure to position the US Carriers into a defensive position. Some argued the carriers should defend Hawaii. Others suggested pulling the carriers back to protect the US West Coast. After taking command of the Pacific Fleet on December 31, 1941, Admiral Nimitz was responsible for how the US Fleet would be deployed.

Instead of a strict defensive deployment, Nimitz used the remaining US ships centered on the aircraft carriers to both ferry planes to Pacific outposts and also to launch raids against the Japanese. The decision to launch raids against Japan was a very ballsy move by Nimitz. The most famous raid was by Doolittle’s group from the Carrier Hornet. But a more extensive raid against the Gilbert Islands came first.

This is an after action report (AAR) from Order of Battle: World War 2 the US Pacific Campaign and the Marshalls – Gilbert Islands Raid scenario. I played this scenario as part of the US Pacific Campaign.

GrogCast Season 5 – Episode 3

21 July 2017 ~

Michael returns, and he and Brant discuss some summer gaming, and movies & music for the background during your gaming sessions.  This is a shorter episode, and yes, we should’ve had Gus on it for that very reason ~

What do we talk about?  Papers, Please; Splendor on the phone; 3d printing; Dragon SlayerOutpost Gamma; some music & movies & YouTube playlists; and, well…   THRUST STICKS

Don’t forget to bounce over to iTunes, and give us a rating, so we can start showing up in their charts.


 Discuss this episode below, or pop into our forums to chat >>


Full podcast feed here, and iTunes feed here

Gaming Nostalgia – Traveller Starships

#TBT at GrogHeads!

Space navy battles in Traveller 2300.  How many Traveller fans have we got out there?


click images to enlarge

Sound off below, or pop into our forums for a chat >>

Outpost Gamma – A GrogHeads AAR, part 2

The legionnaires are far from home, and facing impossible odds.  Again. ~

Michael Eckenfels, 19 July 2017

AAR: PART 2

We’re playing the first scenario, “The Last Outpost.” There are 12 turns in this scenario, and each turn is divided into ten phases. The object is for the Legionnaires to be the last side to occupy at least three mesa-top hexes, and/or destroy all Irdan attackers. The Irdans win if they destroy all the Legionnaires, and/or clear all mesa-top hexes of them. If neither of these occur, the game ends in a draw.

Each turn’s phases are:

  1. Energy Storm Phase
  2. Disruption Fire Phase
  3. Irdan Movement Phase
  4. Irdan Combat Phase
  5. Irdan Stun Recovery Phase
  6. Imperial/Miner Movement Phase
  7. Imperial/Miner Combat Phase
  8. Remove Disruption Markers
  9. Imperial Legionnaire Stun Recovery Phase
  10. End of Game Turn

I mention all of this to give you a feel for how the game flows.

Now, back to the action.