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Columbia Games – Julius Caesar Diagrams

DICEY BUSINESS – April 18th, 2020 Stay Home – Stay Safe – Play Games!

Wargame Blockhead reviews Combat Infantry EastFront!

Last year Columbia Games released the second installment in their World War II tactical series, Combat Infantry EastFront 1941-43. A follow up to the WestFront edition released in 2017, the two games together mark Columbia’s foray into platoon level block games.Before continuing, a brief disclaimer: prior to its release, I assisted Columbia Games with scenario play testing and rules book editing. I also designed one of the six scenarios along with Tom Dalgliesh of Columbia. Finally, Columbia provided me with a review copy of the game. So to some degree, this may be as much a preview as it is a review. (…read more)


 Julius Caesar Process Diagrams by John Nolan
John Nolan created these diagrams and examples to help teach his son how to play. He has sent it to us for all to use.
There are a lot of flowcharts and tables here. It can be overwhelming when taken in all at once. However, you can choose to use what you wish to cover concepts that need reviewing.

Get the Flowcharts!


I found both of these very interesting and thought I would pass them on to you 🙂

Chris

$3 Books on My Greenknight4 eBay Store

$3 Books on My Greenknight4 eBay Store

Chris Parker's eBay StoreI have added a new product page on my eBay store called

$3 Dollar Books

  • Here you will find interesting books all priced at or below $3.00
  • My real goal is to move them out to people that might find them of interest. 
  • My only goal really is to cover my shipping and handling and make a $1.00
  • As always i do combine shipping.

Thank you

Chris Parker

My New eBay Store

Greenknight4 Games and Hobbies eBay Store

I have just reopened my eBay store and at this time have many items listed there.  Categories include miniatures both painted and unpainted.  Wargame rules and board games.  I even have dozens of Sgt. Rock Comic books listed.

I hope you will have a look while you are having your coffee or cocktail. 

Thank you

Chris

>>>  Link to my eBay store

 

Battle of Brandywine Creek – 40mm AWI Game

This spring I will be running a number of games at both Havoc and Huzzah.  These are conventions held in Mass. and Maine in the spring.

Havoc – April 3-5 – Sutton Mass.

Huzzah – May 15-17 – Portland Maine

I plan on running a 40mm Scale AWI battle on both show’s Friday night.  My idea is to recapture the Toy soldier type games I used to run there in by gone years.  I shot a short video which I have linked below post here and have taken some pictures.  The game table isn’t quite done but I hope the video and pictures will stimulate some interest.

I will be using a combination of One Hour Wargames and the Perry Brothers “TravelBattle” for my rules.  Click on the link below to download the QRS.

>>> On To Philadelphia

Chris

Brandywine Creek Video

D-Day to Berlin Battle Report – Turn 3

The first image shown here is the beginning phase for each game turn.  This image includes the roll for first move and supporting artillery.  Both sides also show their free roll makers.  This is a reminder to readers that they are in the game.  These are only replenished during a night time Game Turn.

Start of Game Turn 3First Move Determination

Each side rolls a d10 and adds all of the Morale Markers on it’s side.  The lowest scoring side chooses who moves first.  In the case of this turn the US side has the lowest score and chooses to take first move (US rolls 5+2=7, German rolls 5+4=9)

Supporting Artillery Check

Both sides now remove all Morale Markers.  The US player rolls well and gets all three of his artillery Btns.  The German side however fails two rolls and only has one for the artillery Btn. available for the turn.

US Rally Phase Turn 3US Rally – Game Turn 3

The US side has one Shattered Btn. off board.  He will now make an attempt to rally it.  If he succeeds the Btn. is placed in the same zone as the HQ.  The Rally number needed to roll is a 6, which is based on the Morale of the Division.  The Btn. not only fails the roll but rolls a “10”  This results in the Btn. becoming “Lost”

Division Rally Numbers

Poor Division 1-5, Average Division 1-6, Veteran Division 1-7

US Actiavation Game Turn 3US Activation

The Sherman moves forward and attacks the German zone in front of the US Btn.

A US infantry Btn. advances into the Prepared Position zone.

The TD and Infantry Btn. make a Regiment move and advance 1 zone.

The poor Btn. in the town attempts to move but fails and rolls a “10”. The result of which is either fallback 1 zone or place a Morale marker on the US HQ.   The player chooses the Morale Marker.

US Assault Game Turn 3US Assault Game Turn 3

The Sherman Btn. moves forward to attack the German Pzk IV zone.  They are both the Primary Btn. in this combat.  Both sides will use all of the artillery they have available.  The US attack has support from the zone it passed through and the TD zone.  The German defense has support from the motorized Btns. in the zone itself as well as the Panther zone and the TD zone.

The colored dice are laid out to show the modifiers.  The D10 shows the fine number the Sherman will need to successfully hot the Pzk IV.

US modifiers

+5 Sherman = the basic hit number for an assault combat.
+4 = US supporting artillery, +1 per Btn.
+2 = Prepared Position zone.
+2 = TD zone
Total 13

German Modifiers
+4 = two supporting Btns. in the defending zone
+2 = supporting artillery, +1 per Btn.
+1 = Panther supporting zone
+1 = TD supporting zone
Total 8

Difference is 5 which is the Modified Hit Number

USAssault Results Game Turn 3Assault Combat Results

The US player needs to roll a 1-5 to successfully assault the German zone, with the Pzk. IV being the Primary Btn.  He rolls a 3 and hits the German.  The Germans Save Value is a 1-5.  To his he adds +2 for the two supporting Btns. in the zone, he now needs a 1-7 to pass.  The player rolls an * and fails.  He uses a red marker for a free roll but rolls a 9.  Another failure. 

 

US Assalut Final PositionsThe Panzer is “Shattered” and removed from the game table.  Both MOT Btns. fall back a zone and 3 Morale Makers are placed on the HQ.  The red German marker is placed down to show where a German Btn. was “Shattered”.  it is merely a marker and players no role in the game.  Nor is it an actual rule.  The author does this to see the combat across the game table.

German Activation

The German player sees blood.  He activates his Panther force to face to the left and attack the Sherman in the flank.  It will also enjoy the Heavier Armor modifier in the assault.  I does not need to active the TD or the MOT Btns. as they will only be supporting the assault.  The Tiger is order to activate but rolls a 10.   The German player opts to take a Morale Marker instead of have the Tiger fall back a zone.  The Recon rolls well and advances in to the wooded zone where it had hope you join up with the Tiger.

German Activation Turn 3

German Assault

The D6 have been laid to help show the modifiers in this assault.

German Modifiers
+5 = Basic Assault Combat value
+6 = Modifiers for Panther force.  +2 for flank attack, +2 for Heavier Armor, + 2 for Morale Grade Difference
+2 = MOT Btn. and Armored Btn.
+1 = SPA support
+2 = SPG Supporting zone
+2 = MOT Btn. supporting zone
Total = 18

US Modifiers
+1 =  Btn. support from Prepared Position zone
+1 = ART support
Total +2

German Assault ResultsDifference is 16 which is reduced to 9, the highest allowed.

The red D10 indicates the 1-9 to hit.  The German rolls 6 and hits.

 

US SaveSherman Save Roll

As a medium tank the Sherman saves on a 1-5.  The blue D6 reminds us that it was attacked by heavier armor and reduces the Save to 1-3.  The US player rolls a 7 and fails.  The Sherman is removed as Shattered.

 

German Advances after CombatGerman Advance after Combat

Since the German won the assault it may advance into the vacated zone and face in any direction.  A US “Shattered” marker is placed in the zone and the Germans Turn 3 is finis.

 


Game Turn 1 >>>

Game Turn Two >>>

Game Turn Three >>>

Game Turn Four

Game Turn Five