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Digital Gaming AARs / Re: Combat Mission AAR: MSR Titan
« Last post by IICptMillerII on Yesterday at 04:08:36 PM »
Just a quick update for those following along: the final reports are coming, I've just been delayed by IRL scheduling.
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Digital Gaming AARs / JRP vs Le Havre (demo for the Bro family)
« Last post by JasonPratt on Yesterday at 07:54:41 AM »
Have _you_ ever bought your brother a box of Le Havre but couldn't explain the game to him before he went home, so you decided to make a video AAR demonstrating how to set up and play the game, using him and his family as fictional puppets to experiment on?!



ME, TOO!  :D
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Tabletop AARs / Re: Agnadello, May 14, 1509
« Last post by MengJiao on June 21, 2019, 02:42:37 PM »

  But only about half-an-hour into the battle, the Venetians are falling apart pretty fast.  Things look sort of calm in this picture because the Swiss and the Gendarmes have just won all of the hand-to-hand engagements and eliminated the Venetian Sword-and-Buckler men they were facing.  If the Venetians can hang on for another half hour they will be getting reinforced...but it all looks kind of iffy at this point:

  This attack was the beginning of the end and about 45 minutes into the battle, the Venetian mercenaries began to take off.  Historically, that was enough to trigger other forces of Venetian Mercenaries to disband as well:

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Tabletop AARs / Re: Agnadello, May 14, 1509
« Last post by MengJiao on June 20, 2019, 06:26:47 PM »

  For some reason, I dwelt avidly on these battles of the "Italian Wars" in my youth.  Even in workman-like games like the Men-0f-Iron series (which has now, almost melodramatically -- but not quite -- reached the days of the arquebus) you can see the Banda Nerri (as the "Black Band" -- a bunch of Medician Mercenaris) showing up on two different sides in the counters and there's Gonzalo de Cordoba, but you can't see the white hats and shoes.

   I guess nothing about Agnadello captured my youthful imagination -- just another slaughter where the French are aggressive and it really pays off.  We'll believe you me -- they aren't going to have quite so easy a time obliterating the Venetian Mercenary Mainland Holdings this time if I can help it.  I've altered the game so that it works solitaire with chit-pull-style die-roll alternations and what not AND the Venetians are going to be reinforced as allowed by an optional version of the battle.  Anyway it all starts with Barthelomeo getting his mercenaries together on a hill to face the French King and his mercenaries:

  But only about half-an-hour into the battle, the Venetians are falling apart pretty fast.  Things look sort of calm in this picture because the Swiss and the Gendarmes have just won all of the hand-to-hand engagements and eliminated the Venetian Sword-and-Buckler men they were facing.  If the Venetians can hang on for another half hour they will be getting reinforced...but it all looks kind of iffy at this point:

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Tabletop AARs / Agnadello, May 14, 1509
« Last post by MengJiao on June 20, 2019, 12:29:22 PM »

  For some reason, I dwelt avidly on these battles of the "Italian Wars" in my youth.  Even in workman-like games like the Men-0f-Iron series (which has now, almost melodramatically -- but not quite -- reached the days of the arquebus) you can see the Banda Nerri (as the "Black Band" -- a bunch of Medician Mercenaris) showing up on two different sides in the counters and there's Gonzalo de Cordoba, but you can't see the white hats and shoes.

   I guess nothing about Agnadello captured my youthful imagination -- just another slaughter where the French are aggressive and it really pays off.  We'll believe you me -- they aren't going to have quite so easy a time obliterating the Venetian Mercenary Mainland Holdings this time if I can help it.  I've altered the game so that it works solitaire with chit-pull-style die-roll alternations and what not AND the Venetians are going to be reinforced as allowed by an optional version of the battle.  Anyway it all starts with Barthelomeo getting his mercenaries together on a hill to face the French King and his mercenaries:

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Tabletop AARs / Re: Sacred War: Crocus Field: 352 BC
« Last post by MengJiao on June 19, 2019, 09:56:15 AM »


   Fifteen minutes into the battle...this is the center.  Both sides are still being pretty cautious (When played this the first time, I moved too quickly into the slugging match and the Macedonians went down fast):

  And a little bit later (halfway through turn 2 or maybe 25 minutes into the fighting) -- Mercenaries kill Antipater!  He had such a bright future before him.  Luckily it wasn't Phillip -- the center looked like a bad spot so I moved Antipater in and got Phillip out of there.  And then -- BOOM -- sneaky Mercenaries flanked his Phalanx (the one the two Mercenary hoplite formations just ahead of the moved marker have inflicted 6 hits on...actually more than 6, but with two-hex formation recovery rules from Hoplite, the Phalanx didn't collapse):
[/quote]

  About 35 minutes into the battle, after some super-lucky rolls (Athenians  and then Athenians with momentum),  the Macedonians collapse.  This had happened to Phillip twice before and so we can assume he got away with most of his army to fight another day and/or get assassinated or something.
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Tabletop AARs / Re: Sacred War: Crocus Field: 352 BC
« Last post by MengJiao on June 18, 2019, 08:42:54 AM »

 


   Fifteen minutes into the battle...this is the center.  Both sides are still being pretty cautious (When played this the first time, I moved too quickly into the slugging match and the Macedonians went down fast):

  And a little bit later (halfway through turn 2 or maybe 25 minutes into the fighting) -- Mercenaries kill Antipater!  He had such a bright future before him.  Luckily it wasn't Phillip -- the center looked like a bad spot so I moved Antipater in and got Phillip out of there.  And then -- BOOM -- sneaky Mercenaries flanked his Phalanx (the one the two Mercenary hoplite formations just ahead of the moved marker have inflicted 6 hits on...actually more than 6, but with two-hex formation recovery rules from Hoplite, the Phalanx didn't collapse):

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Tabletop AARs / Re: Sacred War: Crocus Field: 352 BC
« Last post by MengJiao on June 17, 2019, 05:11:46 PM »

 


   Fifteen minutes into the battle...this is the center.  Both sides are still being pretty cautious (When played this the first time, I moved too quickly into the slugging match and the Macedonians went down fast):

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Tabletop AARs / Sacred War: Crocus Field: 352 BC
« Last post by MengJiao on June 17, 2019, 02:22:08 PM »

  Phillip II of Macedon brought his army down into Thessaly to defeat the Phocians who had plundered the Shrine of Apollo at Delphi.  This was tricker than it sounds since the hard-plundering Phocian commander, Onomarchus had already defeated the Macedonians twice and this time he had help from Argos and Athens.  Historically, Phillip won, though (given the massive casualties) not by much.  Had Onomarchus bought more mercenaries and deployed his catapults as he had done before and had the Athenians gotten through to help, things might have gone differently.  Let's see:

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Tabletop AARs / Re: Trapping Epimondas - Winter 369 BC
« Last post by MengJiao on June 16, 2019, 04:32:47 PM »


  And it looks like the Thebans are off to a bad start even with their main hoplite force as the hoplites with Epimondas decide to run and the ones who should have at least trotted up and confronted the Allied light infantry -- they just sorta walked kinda forward and were not much help:

   Fifteen minutes into the battle and it looks like the Thebans are probably not going to disperse the Allied Entrapping force.  A lot of walking and so on.  I gave the Thebans two momentum chits since they only have 2 commanders and the allies have 5, but they probably would need another substantial force to succeed in breaking through the entrapment:

  Yep.  After a fair amount of brutal slogging, the Allied light troops routed enough of the Theban hoplites to cause the whole Theban army to collapse.
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