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Digital Gaming AARs / Re: US 2018 Congressional Election-A Congress Infinity AAR
« Last post by Tripoli on August 03, 2018, 07:19:12 PM »
1 August 2018
I'm kicking off the 2018 Congress Infinity Election AAR two days late.  The ground rules for my play of the AAR are that I will post a move every day from now until the election, and then compare the results with the 2018 US election.  I will be playing this in real time, and the Republican National Comittee, with the computer playing the Democratic National Comittee.  Although I am starting 2 days late, which I will catch up by this Sunday. I am using the most current version of the game (v. 2.8.4) which was just released last week.

DISCLAIMER:  I am playing the vanilla version of the 2018 scenario.  I am not responsible for any assumptions or interpretations made by the game or its designers and will try to beat the computer scenario as it is presented.   While I may discuss politics and strategy in this series, it will be in the context of general election politics and strategy.  Occasionally, I will also add at the bottom of my posts real world polling data or events to demonstrate differences between the game and what current polling and/or events are portraying.

For starters, here is the game's overview of the Republican party characteristics and strength in each:



  The game gives the Democratic party similar characteristics, except the Democratic party has only a "3" fundraising strength, but a "4" rating in "Spin," indicating that all things being equal, the  Republicans will lose battles in the press.


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Tabletop AARs / Re: Oinephyta: 457 BC: Sunrise at Skolos
« Last post by MengJiao on July 23, 2018, 09:28:52 AM »

Oinephyta again.  The Boeotian line looks strong as the sun comes up over Skolos:

  Into the Golden Sun of Skolos, the Athenians march with a very  complicated battle plan...more of a Frederichean march than a Hoplite march.
Screened on their left by a deceptive line of cavalry and skirmishers, they intend to use the rivers to slow the Boeotian response to their crossing at Skolos:

  A little into Turn2: the left Athenian column has deployed a bit early and driven off some Boeotian cavalry:

  Near the end of Turn3: the Athenian advanced guard is across the river and the Boeotians are turning to face them:

  This all turned out to be too much for this game system and would almost certainly have been impossible for a hoplite army of the mid-fifth-century BC.  So I called it off.
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Phew, it's like an Airfield Too Far! -- where it wasn't quite too far after all!   :wow:

It's starting to look like an airfield too far to me. The rear flanking fire is very concerning. As I mentioned in the update, I'll likely get caught in a cross-fire once I hit the open terrain. With my already limited spotting capability, I'll be hard pressed to identify what's engaging me, let alone shoot back. Even if I could shoot back, it likely wouldn't cause any damage. Challenger armor far outmatches the sabot shells my tanks carry.

The bad news for me is that I am likely in for a quick, explosive slaughter.

The good news for everyone else following along is it should be an explosive finish, and the playtest has been successful. I've been told that I've provided enough information to the scenario designer for him to be able to tweak it for a proper release once CMSF2 comes out. Based on that alone, I'm prepared to preemptively declare this an OpFor strategic victory! ;D

I wasn't able to get the next update finished this weekend, but it should be out soon.
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Tabletop AARs / Re: Oinephyta: 457 BC: Sunrise at Skolos
« Last post by MengJiao on July 22, 2018, 09:38:49 PM »

Oinephyta again.  The Boeotian line looks strong as the sun comes up over Skolos:

  Into the Golden Sun of Skolos, the Athenians march with a very  complicated battle plan...more of a Frederichean march than a Hoplite march.
Screened on their left by a deceptive line of cavalry and skirmishers, they intend to use the rivers to slow the Boeotian response to their crossing at Skolos:

  A little into Turn2: the left Athenian column has deployed a bit early and driven off some Boeotian cavalry:

  Near the end of Turn3: the Athenian advanced guard is across the river and the Boeotians are turning to face them:

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Tabletop AARs / Re: Oinephyta: 457 BC: Sunrise at Skolos
« Last post by MengJiao on July 22, 2018, 11:55:17 AM »

Oinephyta again.  The Boeotian line looks strong as the sun comes up over Skolos:

  Into the Golden Sun of Skolos, the Athenians march with a very  complicated battle plan...more of a Frederichean march than a Hoplite march.
Screened on their left by a deceptive line of cavalry and skirmishers, they intend to use the rivers to slow the Boeotian response to their crossing at Skolos:

  A little into Turn2: the left Athenian column has deployed a bit early and driven off some Boeotian cavalry:

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Tabletop AARs / Re: Oinephyta: 457 BC: Sunrise at Skolos
« Last post by MengJiao on July 22, 2018, 11:38:53 AM »

Oinephyta again.  The Boeotian line looks strong as the sun comes up over Skolos:

  Into the Golden Sun of Skolos, the Athenians march with a very  complicated battle plan...more of a Frederichean march than a Hoplite march.
Screened on their left by a deceptive line of cavalry and skirmishers, they intend to use the rivers to slow the Boeotian response to their crossing at Skolos:
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Tabletop AARs / Oinephyta: 457 BC: Sunrise at Skolos
« Last post by MengJiao on July 22, 2018, 08:33:29 AM »

Oinephyta again.  The Boeotian line looks strong as the sun comes up over Skolos:

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Digital Gaming AARs / Re: Combat Mission D/AAR Battle of Arbe-Qimam Airfield
« Last post by JasonPratt on July 22, 2018, 07:43:41 AM »
Phew, it's like an Airfield Too Far! -- where it wasn't quite too far after all!   :wow:
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Finale Part One

Apologies for the long delay between updates. The rate of incoming turns slowed down for a few weeks. The good news is that in this past week we were finally able to finish the battle. It has quite the ending.

As I mentioned in my previous update, there was a long period of inactivity between my QRFís failed attack/probe and when my main combat power arrived. 20 or so minutes passed with nothing happening, aside from the slow drumbeat of my artillery falling on the airfield.

Then, around the 43rd minute of the battle, incoming small arms fire begins to hit my positions on Resistance Nest 2. The source of the firing is not observed, and a casualty is taken.




The volume of fire ramps up. First with what appears to be autocannon fire at a slow rate of fire impacting:



Followed by a javelin that takes out the bunker:



Itís not all bad news though. Finally, at the 44th minute of the battle, with only 16 minutes remaining for me to complete my objectives, my main force arrives.

Part of the Armor Team:



Part of the Mech Team:



Armor/Mech elements mixed together:



Unfortunately, they did not all deploy in the same place on the battlefield, but instead are spread out. This complicates my options for attacking the airfield. At the least, it means I have to maneuver some elements into position before the main attack can kick off. This maneuvering will take time, something that I am beginning to run out of.



The two groups to the left will maneuver forwards first, staying in defilade the whole way. Once theyíre in position, which will be where the remnants of the QRF are holding, the entire force will assault the airfield as one. Itís an all or nothing gamble but based on the limited amount of time I have left, my inability to spot any of the British positions, and the unknown status of their expected relief force, this is the best plan of action available to me.

The Assault Plan:



The tanks and BMPís that are out of position will take a few minutes to get into position to make the assault. I want to attack with all my combat power at once, not piecemeal.

While my assaulting elements are getting into position, things really begin to heat up on the Resistance Nests:



Action shot! Our first solid spot on our enemy. This British para is literally running, gun blazing into my position. Unfortunately, this awesome display of Rambo emulation was so powerful it stunned my infantry into inaction, resulting in all of them being gunned down.

Things quickly escalate. British mortar fire begins landing in the low ground between the Resistance Nests:



It appears to be a smoke mission. Odd, considering itís falling in relative dead ground, and my men canít seem to spot anything until its 5 meters in front of them anyways. I suspect this smoke will have little effect on the battle.

With some British forces spotted, and their attack obvious, I decide to get my men into the fight. Heavy machine guns area fire on the ground where the British are advancing over, and infantry squads begin spraying the area with fire as well.





My men put up a valiant fight, but they are essentially fighting blind. The outer positions are quickly overrun.



Then, heavy artillery begins to land on the Resistance Nest.



These blocking positions are starting to take a ton of fire, while being assaulted. Despite the seemingly dire circumstances, they are doing their job. Delay any enemy attacks and divert attention away from my main effort. All I have to do now is conduct my assault before all of the Resistance Nest positions are overwhelmed.

As my tanks are moving into their assault position, something nasty happens:



The Armor Team Company Commander gets knocked out. Worryingly, the shot comes from the right-rear of the tank. It would appear that the British relief force is here, and they occupy positions on higher ground that are able to observe part of the defilade Iím moving through. This also means I could get caught in a cross fire when I make my assault on the airfield. The situation is becoming more tenuous by the minute.

The indirect fire on the Resistance Nest being assaulted grows yet more intense. There are airbursting 155mm shells, with HE mortar shells landing as well.



The good news is that all of my assaulting forces are now in position and ready to attack the airfield.



With only 13 minutes left to seize the airfield, a determined British attack underway on the Resistance Nests, the British relief force on the field, and my assaulting forces finally in position, the assault on the airfield beginsÖ

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Tabletop AARs / Re: Azathoth vs the World!: an Eldrich Horror AAR
« Last post by Nefaro on July 10, 2018, 01:54:28 PM »
Was only slightly disappointed that Lily didn't get to Kung Pow the boss.

IIRC, when Azathoth eventually enters, due to failure in closing the gates in time, his effect is something like "Azathoth eats the world.  Everything is gone.  You're F'd." 

Auto-loss, unlike the other GOOs which have some ridiculously high & nearly impossible to beat stats when they enter.
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