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Tabletop AARs / Thirty years war 1618-48
« Last post by nevermore on Today at 06:49:13 AM »
Thirty years war 1618-48

The Thirty Years’ War (1618-48) began when Holy Roman Emperor Ferdinand II of Bohemia attempted to curtail the religious activities of his subjects, sparking rebellion among Protestants. The war came to involve the major powers of Europe, with Sweden, France, Spain and Austria all waging campaigns primarily on German soil. Known in part for the atrocities committed by mercenary soldiers, the war ended with a series of treaties that made up the Peace of Westphalia. The fallout reshaped the religious and political map of central Europe, setting the stage for the old centralized Roman Catholic empire to give way to a community of sovereign states.






This conflict, which redrew the religious and political map of central Europe, began in the Holy Roman Empire, a vast complex of some one thousand separate, semiautonomous political units under the loose suzerainty of the Austrian Hapsburgs. Over the previous two centuries, a balance of power had emerged among the leading states, but during the sixteenth century, the Reformation and the Counter Reformation had divided Germany into hostile Protestant and Catholic camps, each prepared to seek foreign support to guarantee its integrity if need arose.




Thus in 1618, when Ferdinand II, heir apparent to the throne of Bohemia, began to curtail certain religious privileges enjoyed by his subjects there, they immediately appealed for aid to the Protestants in the rest of the empire and to the leading foreign Protestant states: Great Britain, the Dutch Republic, and Denmark. Ferdinand, in turn, called upon the German Catholics (led by Bavaria), Spain, and the papacy. In the ensuing struggle, Ferdinand (elected Holy Roman Emperor in 1619) and his allies won a major victory at White Mountain (1620) outside Prague that allowed the extirpation of Protestantism in most of the Hapsburg lands. Encouraged by this success, Ferdinand turned in 1621 against Bohemia’s Protestant supporters in Germany. Despite aid from Britain, Denmark, and the Dutch Republic, they too lost, and by 1629 imperial armies commanded by Albrecht von Wallenstein overran most of Protestant Germany and much of Denmark. Ferdinand then issued the Edict of Restitution, reclaiming lands in the empire belonging to the Catholic Church that had been acquired and secularized by Protestant rulers.



Only Swedish military aid saved the Protestant cause. In 1630 an army led by King Gustavus Adolphus landed in Germany and, with a subsidy from the French government and assistance from many German Protestant states, routed the Imperialists at Breitenfeld (1631) and drove them from much of Germany. The Protestant revival continued until in 1634 a Spanish army intervened and at Nordlingen defeated the main Swedish field army and forced the Protestants out of southern Germany. This new Hapsburg success, however, provoked France-which feared encirclement-to declare war first on Spain (1635) and then on the emperor (1636).



The war, which in the 1620s had been fought principally by German states with foreign assistance, now became a struggle among the great powers (Sweden, France, Spain, and Austria) fought largely on German soil, and for twelve more years armies maneuvered while garrisons-over five hundred in all-carried out a “dirty war” designed both to support themselves and to destroy anything of possible use to the enemy. Atrocities (such as those recorded in the novel Simplicissimus by Hans von Grimmelshausen) abounded as troops struggled to locate and appropriate resources. Eventually, France’s victory over the Spaniards at Rocroi (1643) and Sweden’s defeat of the Imperialists at Jankau (1645) forced the Hapsburgs to make concessions that led, in 1648, to the Peace of Westphalia, which settled most of the outstanding issues.



The cost, however, had proved enormous. Perhaps 20 percent of Germany’s total population perished during the war, with losses of up to 50 percent along a corridor running from Pomerania in the Baltic to the Black Forest. Villages suffered worse than towns, but many towns and cities also saw their populations, manufacture, and trade decline substantially. It constituted the worst catastrophe to afflict Germany until World War II. On the other hand, the conflict helped to end the age of religious wars. Although religious issues retained political importance after 1648 (for instance, in creating an alliance in the 1680s against Louis XIV), they no longer dominated international alignments. Those German princes, mostly Calvinists, who fought against Ferdinand II in the 1620s were strongly influenced by confessional considerations, and as long as they dominated the anti-Hapsburg cause, so too did the issue of religion. But because they failed to secure a lasting settlement, the task of defending the “Protestant cause” gradually fell into the hands of Lutherans, who proved willing to ally (if necessary) with Catholic France and Orthodox Russia in order to create a coalition capable of defeating the Hapsburgs. After 1630 the role of religion in European politics receded. This was, perhaps, the greatest achievement of the Thirty Years’ War, for it thus eliminated a major destabilizing influence in European politics, which had both undermined the internal cohesion of many states and overturned the diplomatic balance of power created during the Renaissance.

More photos in the gallery at http://www.victorian-steel.com
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Tabletop AARs / Re: Starfire Saga - ISW1 - Battle of Orphichon
« Last post by UBoater on Yesterday at 08:04:39 PM »
Turn 8
Nappie and Encounter continue to head for the exit WP while the disabled KON DDs head for the system planets to land/get repairs.

The Talrae and Nelson are still locked in a Tractored embrace. The Nelson fires first and goes for the easier to disable Boraa. In the short term it reduces KON fire volume - but in the long term the undamaged Talrae will still win the dance with the Nelson. But the rest of the TFN Squadron ships chances to escape are growing.

Boraa loses Data Link and 1 Launcher - 1 more attack like this and she will be destroyed. But then the Talrae returns fire..

Nelson is down to 1 Launcher and 1 Laser. But she has bought the time for the rest of the Squadron to escape with the critical System and Technology information…




Turn 9
The Nappie escapes and the Encounter is close behind.

The Nelson gets to fire first again and destroys the Boraa - but then the still undamaged Talrae returns fire.

Nelson is left with a Laser and 2 Engine Rooms…



Turn 10
Talrae only fires its Laser this time - hoping to take out the Nelson's remaining weapons but not destroy her.

Nelson gets 2 Armor hits on Talrae but then her return fire destroys the Laser mount.
Now the Talrae tractor starts pulling the Nelson closer for boarding…

Self-Destruct or Repel Borders - what will the TFN Commander do?


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Tabletop AARs / Re: 4 am, June 25, 1944: Operation Dauntless
« Last post by MengJiao on Yesterday at 06:16:49 PM »
I may work out some other angles on making this game more functional.  I think it is over-fitted to some misleading data and overemphasizes certain types of information over more basic aspects of simple reality such as the fact that tanks need fuel and really don't do well all by themselves in dense, muddy farmland full of small fields, villages and orchards.

I'd have to play it a lot more before I reached that conclusion. The guy put a ton of research into the game and the mechanics are based off that meticulous research (rightly or wrongly).

I'm trying to think back on when I played this (it was about a year ago). My buddy and I played multiple scenarios over a marathon 3-day weekend. The game is almost relentless in its 'cranky details' as you nicely put it. The one thing I remember clearly is that the Germans, when dug in with a mix of infantry and AFV /AT support, were incredibly difficult for the Brits to overcome. I played German most of that weekend and I lost most of the games, but there was one city assault scenario were I smacked the Brits around pretty good and sent them cryin for momma.

I've never had a game feel like work to play more than this one. The detail of the rules is like nothing else I've ever seen in a game. It's more like a research project. And I'm not knocking the game. It's amazing and I had fun playing it. I think you'd almost have to adopt it as way of life to really learn to play it well.

I've really enjoyed following this AAR. Almost makes me want to take another go at the game.  :crazy2:

   I think the mods I'm considering would tend to simplify things a bit.   I'm considering getting rid of strongpoints (except the ones on the map) and having a doubly entrenched state (yep -- two entrenchments) -- one of which could be taken and used by the enemy -- after all -- somewhere on this map the 49th stood of some massive attacks by multiple SS Panzer divisions on the 30th of July and inflicted about 25% of the total German armored loses for the whole Epson thing (July 25-July30) right then and there.  The power of the defense doesn't bother me if it is available to both sides.  Some kind of command control and re-supply phase would help slow the pace and let the Germans hang on more historically.  I'm also thinking about simplifying artillery and its effects a bit.
  A lot of things about the game are very cool: the German gear is interesting as usual and the Brits have plenty of cool stuff (for example the AVRE Churchills and the carrier platoons)...so i may work it over some.
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Tabletop AARs / Re: 4 am, June 25, 1944: Operation Dauntless
« Last post by mirth on Yesterday at 04:26:16 AM »
I may work out some other angles on making this game more functional.  I think it is over-fitted to some misleading data and overemphasizes certain types of information over more basic aspects of simple reality such as the fact that tanks need fuel and really don't do well all by themselves in dense, muddy farmland full of small fields, villages and orchards.

I'd have to play it a lot more before I reached that conclusion. The guy put a ton of research into the game and the mechanics are based off that meticulous research (rightly or wrongly).

I'm trying to think back on when I played this (it was about a year ago). My buddy and I played multiple scenarios over a marathon 3-day weekend. The game is almost relentless in its 'cranky details' as you nicely put it. The one thing I remember clearly is that the Germans, when dug in with a mix of infantry and AFV /AT support, were incredibly difficult for the Brits to overcome. I played German most of that weekend and I lost most of the games, but there was one city assault scenario were I smacked the Brits around pretty good and sent them cryin for momma.

I've never had a game feel like work to play more than this one. The detail of the rules is like nothing else I've ever seen in a game. It's more like a research project. And I'm not knocking the game. It's amazing and I had fun playing it. I think you'd almost have to adopt it as way of life to really learn to play it well.

I've really enjoyed following this AAR. Almost makes me want to take another go at the game.  :crazy2:
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Tabletop AARs / Re: 4 am, June 25, 1944: Operation Dauntless
« Last post by MengJiao on Yesterday at 04:10:12 AM »
looks like an inevitable tide of Brits crashing on the SS rocks

  Yeah.  The whole Normandy thing is kind of hard to imagine, but this game helps a bit.

  1pm, June 26, rain.  No "mud" until 2:30.  The 49th is stuck about a kilometer short of Rauray with Tigers and Panthers lined up to keep them that from getting up the hill.   The rain and mud might help the 49th at this point since German armored range and movement are slightly reduced.  For the moment the 49th's biggest concern is probably on the west (which isn't quite in this image) where a German assault has almost isolated one British thrust.  I rechecked the victory conditions and the 49th is a bit ahead due to having taken Tessel Wood somewhat earlier than happened historically.
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Tabletop AARs / Re: Starfire Saga - ISW1 - Battle of Orphichon
« Last post by UBoater on July 20, 2017, 11:32:54 AM »
Turn 7
The TFN Grissom turns away and arrives at the WP to VX-134 - at least she will get the WP and KON weapons intelligence back to TFN HQ. Nappie and Encounter follow attempting to reach the WP also. TFN Nelson and KON Talrae continue to be locked in their embrace. The KON Escorts stay close to the Flagship planning on continuing the pounding of the TFN Nelson. Finally both KON DD's are now disabled and heading off for the protection of the planets.

The TFN Commander has a choice - try to take down the Talrae shields and armor and then hopefully her Tractor to free the ship. But considering the amount of damage she has/is taking she may not last long enough to do this. Instead the TFN Commander decides to help the other escaping TFN ships by trying to destroy the fragile KON Escorts - the KON Talrae will be pre-occupied with the Nelson at least for a few turns.

The KON Flagship group pounds the Nelson again destroying 2 of her launchers. But not before the Nelson fires at and destroys the KON Toraa. One down one to go the TFN Commander thinks…



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Tabletop AARs / Re: Starfire Saga - ISW1 - Battle of Orphichon
« Last post by UBoater on July 20, 2017, 11:30:26 AM »
Turn 6
TFN Nelson is immobilized but at least turns to keep the KON DD Bolchoi out of her blind spot. The FG Grissom as the only TFN ship with all Engine Rooms intact is commanded to immediately escape via WP 2 to get the new intelligence on the closed WP and KON new weapons back to HQ. But on her last move she turns to unmask her launchers for one more parting shot. The heavily damaged Nappie and Encounter make best possible speed for the WP but this takes the Encounter right into the middle of the melee.

The heavily damaged KON DD Holchoi continues to maneuver to leave the battlefield and head towards planet 2 for protection and repair. The KON Talrae is immobilized while holding the TFN Nelson in her tractor. The Toraa and Boraa stay within datalink range of the flagship but turn to keep the fleeing TFN ships in their sights. Lastly the KON DD Bolchoi attempts to unsuccessfully maneuver into the Nelson's blind spot.

The Nelson fires first - while she would like to start whittling down the enemy CL and its Tractor - the DD is too close and needs to be disabled before it can fire again at close range. She succeeds blasting the KON DD with her full broadside. The Bolchoi is disable and left with 3 engine rooms and life support. 

The KON Flagship and her Escort group focus their fire on the TFN Nelson. 10 hits - Nelson is now shields down and streaming air. She is not going to last long against this firepower and cannot escape the Talrae's tractor. But perhaps she can keep the enemy occupied long enough to allow the other Squadron ships to escape…



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Digital Gaming AARs / Re: Alea Jacta Est MD, Tuna, W8taminute threeway
« Last post by JasonPratt on July 20, 2017, 06:40:04 AM »
Yeah, there was just no way I could save Byz. IF ONLY SOME DANG POPULIST REBEL HADN'T TAKEN THE OPPORTUNITY OF PERSIAN-ISH INVASION TO STAB US ALL IN THE BACK!  :arr:

Actually, I'm a bit surprised Byz fell. Tuna must have had a general who could assault walls, or else built some siege engines in a nearby town and hoofed them over. Last I checked, the Byz were Frenching the Mithras and telling them to go away or else be taunted a second time.  :))

I'm also honestly surprised Athens 'fell' -- I wasn't aware the Miths had gotten it already, I was just trying to rescue it from the army there! Oh well, better than Thebes.
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Digital Gaming AARs / Re: Alea Jacta Est MD, Tuna, W8taminute threeway
« Last post by W8taminute on July 20, 2017, 05:18:25 AM »
The next turn just in.

Lot's of activity.  According to reports from our sources it seems Sulla (Jason) was able to capture Athens from Mithradates (Tuna). 


Fall of Athens

Mithradates however took Byzantium.  Meanwhile in Hispania my forces are dealing with barbarian attacks.  Toletum is under siege along with Carrabus (sp?). 

In Italia the siege of Rome continues but with no results.  Metapontum in southern Italy is under siege as well but I won't be able to launch an assault on the city even though there is a breach in the walls.  To put it crudely, my commander is too chicken to do the deed.  Actually if you look at the little brown envelope icon just above his counter that indicates his initiative this turn will not allow him to carry out offensive operations.  See image below:




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Tabletop AARs / Re: Starfire Saga - ISW1 - Battle of Orphichon
« Last post by UBoater on July 19, 2017, 09:42:03 PM »
Turn 5
The TFN Squadron is now focused on escape but the Encounter is starting to seriously straggle behind. Meanwhile the KON Flagship group closes the range starting to turn the battle into a close quarters melee. The KON DD Bolchoi tries to stay on the Nelson in her blindspot/'baffles' if possible and use her lasers and force beam again at close range. The crippled KON DD Holchoi attempts to stealthily leave the battlefield to fight another day.

The KON Flagship group shifts fire to the Nappie - 7W and 2L from the flagship. 10 hits total with the Laser doing double damage. She's still left with a Launcher and 3 Engine rooms - but seriously damaged.

Nelson targets the trailing Bolchoi just on the edge of her blindspot - trying to damage her before she can fire with her cursed force beam again. 2 Lasers and 3 Launchers in Gun Mode (no PD) all hit causing 7 hits. Her Force Beam is destroyed, shields down, and streaming air, and one engine room is destroyed reducing her speed. But she still has a Laser and a Launcher so returns fire on the Nelson and takes out a shield and some armor.

Finally Grissom fires on the closest escort in the KON Flagship group the Toraa with 2 launchers. She takes out her Armor and datalink.

Tractor phase - the last surprise…

The Flagship Talrae activates her Tractor and targets the CL Nelson - 3 hexes away so within the 5 hex range. The Nelson has no defenses against the Tractor since this is the first time it has been used against the TFN. Wham! On the Nelson the crew experiences the 'star trek effect', being thrown around all over the ship. Since the Talrae and Nelson have the same number of Engine Rooms generating the same power they will be frozen in place next turn…


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