AAR Wargaming with Russ Lockwood

AAR Wargaming with Russ Lockwood


Last year ended with ice just after Xmas and this year started with arctic air and enough snow to need shoveling for three consecutive days. Not that bad here, considering how other parts of the US got hit. I still managed to get in some great gaming and expect to continue all year. I hope you do, too.  In the meantime, here’s the usual mix of recaps, ideas, news, and book reviews to help keep you in a gaming mood. Enjoy.

Russ Lockwood

  After Action Report Newsletter — January 2026

Little Lords of Fontenoy: 1745
Dutch Treat: The Left Flank
Pragmatism On The Tabletop
Dominion Trio: Two to One
Kingsburg: Random Influence Peddling
Field of Glory: Fantasy Bash
Axis and Allies: Pacific 1940
Snappy Nappy Point System: James’ Alternative
Snappy Nappy Point System: Dan’s Design Thoughts
Allies And Axis: Card Game
Star Wars Skirmish: Command and Control
NEWS: Products, links, and events
HMGS NextGen: 2025 Success
Sovereign Territory: D&D
On My Mind: Book Reviews


Books I’ve Read

Broken Eagles: Vol 1 – Saxony Bavaria 1813
Continental vs. Hessian Soldier: Combat 83
Imperial German Army Motorized 1914-18: Vol. 1
Imperial German Army Motorized 1914-18: Vol. 2
Ancient Germans and Rome: 120 BC to AD 68
War of My Fathers: Life Under the Death’s Head
French Revolution Armies: Uniforms Equipment
The Armed Forces of North Korea: v1n2 56
The Hitler Years: Holocaust 1933-1945
War in Ukraine Vol. 11: Europe at War 56
Achaemenid Persian Empire Armies: 550-330 BC
Eragon (fantasy novel)
The Black Arrow: (historical novel)
Merry Friggin’ Christmas (novel)
The Defeat and Attrition: Vol II 12SS Div
Soldiers and Gentlemen: WWI UPS Brigade
Nazis on the Potomac: Top-Secret Intel
Fallschirmjager vs US Soldier: Combat 81
Roman Infantry Helmets: Elite 266
VLR P-51 Mustang vs Japanese Fighters: Duel 147
A Night in the Lonesome October (novel)
The Intoku Code: Delta Force Intel Officer
Brixmis and the Secret Cold War: E Ger Intel
Royal Navy Monitors of World War II: NV 343
Soviet Tanks in Barbarossa: New Vanguard 342
German and Italian Tanks 1943-45: NV 344
United States Navy 1914-18: Men-at-Arms 565
Indian Army at War 1947-99: Men-at-Arms 566.
Armies of Justinian the Great AD 527-65: MAA 564
Bouvines 1214: Campaign 422
Hansando and Busan 1592: Campaign 423
Austro-Italian Naval War 1866: Maritime Series
Soldiers’ Clothing Early 17th Century: CoS 118
Over Cold War Seas: NATO USSR Naval Aviation 1949-89


Russ >>>

Views: 29

Hobby News With Russ Lockwood

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Hobby News With Russ Lockwood


AAR Wargaming: CoCmdWWII, Moscow1812, WakeIsl, SN1813 GM, AWI Princeton, SPI LOTR, Mecha, News, HMGS, DnD, Book Reviews

Russ Lockwood
I wanted to get this out early before the big holiday rush. A nice variety of gaming, although a tad light in the book review department. I’m looking forward to a bit of holiday gaming, especially full-day games. Not sure exactly what, but my gaming buddies and I are kicking around ideas.

Seasonal Tree Tip: While cutting the Xmas pine tree trunk, I got sap on my hand and on the floor. Great. So I looked for a solution on the web, and someone suggested PAM — the spray oil. I was skeptical, but I tried it and lo and behold, it actually worked. Don’t know if it’s something in the spray or in vegetable oil in general, but the sap came up and out, and regular soap and water picked up the PAM remnants. Sheesh. Learn something new every day.


There you have it. Wargaming, history, and a seasonal tree tip.
Happy holidays and wishing you a happy and healthy New Year!
After Action Report Newsletter — December 2025
WWII Commie Rescue: Chain of Command 2
Men Who Would Be Frozen: 1812
Wake Island: Double-Blind Relief Operation
Spain 1813: GM Report Snappy Nappy Campaign
1777 Battle of Princeton: RUSE Revised
Mechs Un-Abandoned: Abaddon
SPI’s War of the Ring: Character
HMGS Next Generation: Gaming
HMGS Outreach: PAX Presence
D&D Raid Retribution: The Preparation
Nevar in Greyhawk: Rumors
Scurg The First Fang: Bugbear Elevated
Interlude With a Genie
Unwanted Attention: Hand It Over
Books I’ve Read
Arctic Front Norway: Wehrmacht Im Kampf
Wings Over The Fleet: UK Naval Air 1945+
Jewels and Jackboots: WWII Channel Islands
Allied Assault on Hitler’s Channel Islands
Apollo 7 in Photographs
Reading Hitler’s Mind: Intelligence Failure
A Bloody Business: Convoy PQ 17
Devil’s Fire Southern Cross: Oct 43-Feb 44
First World War in the Baltic Sea: Vol. 1
Revolts Against Rome: Rebellions Mutinies
The English Bowman in the 100 Years War

Views: 17

AARs Wargaming: SnapNap1813 – Russ Lockwood

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Happy Halloween!


For your infotainment, the big multi-table, multi-player Snappy Nappy 1813 Peninsula Campaign in a Day game starts off the AAR and the Book Reviews end it — and in between the usual mix of miniatures, boardgames, and card game recaps and analysis, plus the news, and HMGS doings.


Enjoy!

Russ as the Lion of Stockton
Russ as the Lion of Stockton

After Action Report Newsletter — October 2025


 

Spanish Reign or Rain? SnapCon 11 — 1813
In The Shadows: French Resistance 1943-1944
Revenge Is A Dish Best Served Hoth: Star Wars
Kingsburg: Influence Resources
Halloween Dominion: Custom Cards
Star Wars: C&C-RUSE Fusion
Fate of the Fellowship: Lord Of The Rings Boardgame
Axis & Allies Europe: Boardgame
Vikings: Thor vs. Loki Card Game
Allies & Axis: Homebrew WWII Card Game
Doubleblind WWII Eastern Solomons: Part Two
WWII RUSE: Tweaked Again
News: New Products and Information
HMGS Next Generation: Gaming Extravaganzas
HMGS Outreach: CamelCon 2025
Adventure of Tazan Rell Continues:
Letters From The Edge: D&D
Working…
Intel From a Dragon
Infrastructure and Logistics
Nevar Say Never
Sterling Sliver: D&D Adventure Continues
Into The Sea of Dust: Wasteland


Books I’ve Read


Washington’s Lieutenants: Amer Rev
War in Ukraine: V8: Kyiv EurWar 50
Nations in Arms: 5 Armies Made Europe
Danes on D-Day: Normandy 1944
US Seventh Fleet: Korea 1950-53
M18 Hellcat vs Panther: Duel 146
Kursk 1943: Air Campaign 55
New Guinea 1942-43: Air Campaign 56
B-52 Stratofortress: Combat Air 158
Manila Bay 1898: Campaign 419
Sinai 1916-17: Campaign 421
Luftwaffe Intruder Operations Over UK
German Breakthrough in Greece: 1941
Yugoslav Air Force 1991-92: EurWar 48
GSG 9: From Munich to Mogadishu

Hitler’s Paratroopers in Normandy
The Final Reflection: Star Trek 16

A Flag Full of Stars: Star Trek 54
China’s Fighter J-7/F-7 V1: TechWar 4

War in Ukraine: V9: Artillery EurWar 52
Armed Forces N. Korea V1P1: AsiaWar 55

Doctor Mirabilis (novel)
The Final Nexus: Star Trek 43

The Disinherited: Star Trek 59
Ishmael: Star Trek 23

German Logistics 1939-1945: C Illustr.
Fighting Kaiser’s War: Saxons 1914/1918

Norbert Hannig: Luftwaffe Fighter Ace
Hood’s Defeat Near Fox’s Gap

The True Story of Catch-22: WWII
Imprisoning the Enemy: Axis POWs War

Without Mercy: American Revolution

 

Views: 43

AAR Wargaming with Russ Lockwood

AAR Wargaming with Russ Lockwood


I see the fall colors starting to form on the trees here and a gaming pile start to form on the table. The last part of August and the first half of September proved a nice mix of miniatures and other wargaming as well as a goodly amount of news and book reviews. Enjoy!

Russ as the Lion of Stockton
Russ as the Lion of Stockton

After Action Report Newsletter — September 2025

3:10 To Yuma: What a Cowboy
Espana 1936: Republican Woes
Espana 1936: Nationalist Goes
SpaceBase: Golden Hour
SpaceBase Ho!: Three-Ring Circus
Adm. Island 1944 Invasion: Cmd Dec
Iraq: RUSE
To The Trenches: PSC’s Great War
ArrowStorm Rampant: 100YW Tryout
Russian Flank: Snappy Nappy 1812
Warmaster: Emperor vs. Traitor
Battle For Germany: Boxed Edition
Eastern Solomons: Double Blind
All Greek To Me: Hera Vs. Zeus
Oh It’s Hoth, Hoth, Hoth: C&C
Space Battle Cards: MagBlast
HMGS Next Generation: Gaming Resumes
HMGS Outreach: Museum Games
News: New products and information
Magazines I’ve Read: The Centurion


Books I’ve Read

Guderian’s Panzers: East Front 1941
Hill 119: Vietnam Recon OP 1969-70
The Canadian Theater 1814: War of 1812
The Florida Campaign 1774-83: Rev War
Hitler’s Croatian Ally: Yugoslavia
The Creek War 1813-14: War of 1812
Through the Lens 6: WW2 Vehicles
The Campaign of 1812: War of 1812
Aachen: WWII Battle for City
Bio of a Space Tyrant: V4 (scifi novel)
Bio of a Space Tyrant: V5 (scifi novel)
Curtis Nighthawks in USSR North 1941-45
Spectre of Invasion: UK Coast 1900-1918
Rodney and Nelson: ShipCraft 23 Revised
Stand of the Thunderbirds: Oct. 1944
George Washington: Creation of Republic
Taking Command: US Unsung Milit Leaders
Superspy: Hans Tofte SOE, OSS, and CIA
Rare Birds 02: Poland’s RWD-14 “Czapla”
Fighters Over France: 1940
Japanese Submarine Aircraft
The Secret War Between Hitler & Stalin
Nemesis: Medieval England’s Greatest Enemy
Roman Cavalry Tactics: Elite 263
Stoke Field 1487: Campaign 420

Views: 24

AAR Wargames: News, Book Reviews – Russ Lockwood

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AAR Wargames: News, Book Reviews – Russ Lockwood


Hope all is well with you. Here’s the April AAR. Per usual, miniatures gaming and a little bit extra, plus lots of book reviews.

Enjoy.

Russ Lockwood
Russ Lockwood

After Action Report Newsletter — April 2025


Voin Defense 1941: Command Decision
Tile Me! Carcassone
Return to Space Base: Pluto
Total Domination: Abstract WWII Boardgame
Star Wars: Card Game
Dominion: Pair of Card Games
Snappy Nappy: With Skirmishers
Hyperspace Hack: Spaceship Battle
Norway 1940 Part I: Double Blind
Norway 1940 Part II: Multiple Invasions
HMGS Next Gen: Elementary Gaming
NEWS: Figures, Wargames, HMGS, and more
The Mob Scene: D&D Choices
D&D Campaign Continues: White Dragons


Books I’ve Read

The Mighty A: WWII USS Atlanta
Bagration 1944: The Great Soviet Offensive
Pompey the Great: The Roman Alexander
Lockheed C-130: FlightCraft 32
The Modern British Army: V1 EuropeWar 44
The Italian Army in the Balkans 1940-41
The Blackhorse in Vietnam: 1966-1972
Why Vietnam? Reflections on Effect of War
Mercenaries, Gunslingers & Outlaws: Iraq 2004
The Hunting Falcon: WWI Ace Buddecke
Saving MacArthur: Daring Rescue 1942
The Defeat of the Damned: Dirlewanger 1944
The Pathfinder and the President: Fremont (ACW)
System Failure (sci-fi novel)
Barbarossa Victims Vol. 1: Camera On 34
Fighting Colours 5: Hawker Hunter
Fairchild A-10A: Colour & Scale 08
Wagner Group: Private Military Company V.1
Military Aircraft 1950s: Combined Volume
Covert Radio Agents 1939-1945
Operation Steinbock 1944: Air Campaign 52
A War of Their Own: Fulro Vietnam 1955-75
Convoy PQ-17 1942: Campaign 414
WWII Soviet Motor Torpedo Boats: NVangd 336
Tanks in the Gulf War 1991: New Vangard 337
The Goths AD 200-700: Elite 261
France 1940: Air Campaign 53
Raising Atlantis (novel)
B-29 vs Japanese Nightfighter: Duel 144
Luftwaffe Bombers vs British AA: Duel 145
Target London: Battle of Britain Vol. 5
British and Commonwealth Armies 1939-1943 V1
British and Commonwealth Armies 1944-1945 V2
British and Commonwealth Armies 1939-1945 S1
British and Commonwealth Armies 1939-1945 S2
Montgomery vs Rommel at El Agheila 1942
US Army 1783-1811: Defending a New Nation
M von Richthofen: Life and Times in Pictures
Ground Forces in the Korean War (2): MAA 561
Great American Marine Corps Stories
Steel Lobsters: ECW and Last Knights

Views: 59

AARs Wargaming: and Book Reviews – Russ Lockwood

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AARs Wargaming: and Book Reviews – Russ Lockwood


Per usual, a little of everything wargaming this month, from recaps, reviews, and rules analysis to purple prose and an in-depth, hard-hitting, investigative, Pulitzer-Prize worthy article on…the Boatmobile’s License Plate and the Dept. of Motor Vehicles. Why yes, you are certainly most welcome.

Enjoy!

Russ Lockwood
About Russ Lockwood

After Action Report Newsletter — March 2025

 

VC Lockwood Strikes Again: 1848 Shako II

 

US Marines in Iraq 2004: RUSE Warfare

 

Meeting Engagement: Epic Space Marines

 

Triumph & Tragedy: Relearning

 

Chevauchée: Hundred Years War RUSE

 

HMGS Next Gen: Historical Gaming Marches On

 

Conundrums: Ongoing D&D Adventure

 

NEWS: Figures, wargames, tiles, and more.

 

Batman’s License Plate: BatCave Consequences

 

Epic Space Marine: NetEpic Version


Books I’ve Read

Crescent Dawn: Rise of the Ottoman Empire
Fighting for the Butcher: Jul-Aug 1918
Guam: Battle for an American Island WWII
German Troops in American Rev 2: M-A-A 543
Wars and Soldiers Louis XIV: CentSold 98
The Galacian Division: 1943-45
Nighthawk One: N. Ireland UK Helo Pilot
The Berlin Blitz: By Those Who Were There
Elizabeth of York: Birth of Tudor Dynasty
Boots on the Ground: Modern Land Warfare
Waterloo: The Truth At Last
Leyte Gulf: New History of Sea Battle
The History of Roman Legion VI Victrix
The German Navy 1939-45: Elite 260
Mechanical Failure (sci-fi novel)
Communication Failure (sci-fi novel)
Mukden 1905: Manchuria Campaign 413
Royal Navy Grand Fleet 1914-18: Fleet 10
USN PT Boat vs IJN Destroyer: Duel 141
B-26 Marauder vs Me 262: Duel 142
People’s History of the Cold War
History of Military Encounters with UFOs
Roman Soldier Vs Dacian Warrior: Combat 80
The Battle of Pinkie: 1547
Second Arakan 1943-44: Campaign 407
Hurtgen Forest 1944 (1): Campaign 412

Views: 57

AAR Wargames with Russ Lockwood

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AAR Wargames with Russ Lockwood

It may have been a polar vortex outside for most of the month, but inside was some hot wargaming — A little of everything ending with the usual variety of book reviews.

Enjoy.

Russ Lockwood

After Action Report Newsletter February 2025


War of Austrian Succession: Tricorn

D-Day: Axis & Allies
A&A D-Day: Wild Game
HMGS Next Gen: Gaming Goodness
Normandy 1944: A Skirmish RUSE
Back to the Chateau: WWI To The Last Man
Snappy Nappy: A Quick Try
1814 Campaign: One Pager
RUSE II: WWII Factory Fortress


NEWS: Figures, wargames, tiles, and more. 

The River of Wrath: More D&D Adventure


Books I’ve Read
The Last Charge of the Rough Rider: T Roosevelt
From Trenton to Yorktown: AWI Turning Points
War in Ukraine: Volume 6 Air War — Feb-Mar 2022
Operation Title: Sink the Tirpitz
Rome’s Greatest Emperor: Vespasian
True for the Cause of Liberty: SC 2nd Spartan Regt
Don Troiani’s Black Soldiers: 1754-1865
Fighting the Invasion: German Army at D-Day
Battle Flags of Wars North America 1754-83
Best of All Appointments? WWI UK Brigade Command
The Silent Service’s First Hero: Medal Honor
The Shiloh Campaign 1862: Casemate Illustrated
The First Day at Gettysburg: July 1, 1863
Peredur: Truth of the Nazi Grail Quest
The Vickburg Campaign 1863: Volume 1
The Vickburg Campaign 1863: Volume 2
The Law of War (sci-fi novel)
Tigers in Normandy
Steam Yachts at War: 1898-1918
Thunderbolt to the Rebels: ACW US Sharpshooters
Altered Starscape: Andromeda Dark 1 (sci-fi)
Battle for Monte Natale: Gustav Line 1944

Russ

Russ Lockwood

About Russ Lockwood >>>

Views: 61

AAR Wargaming: Russ Lockwood

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AAR Wargaming: Russ Lockwood


After being crunched by a miserable flu-like bug (so much for my flu shot), I kept warm with chicken soup and more than the usual wargaming reading. With recovery came actual face-to-face wargaming — a little bit of everything this month.

 

Enjoy.

Russ Lockwood
Russ Lockwood

After Action Report Newsletter: January 2025

 

WWII Firepower: Chain of Command
Company Level Battle: Chain of Command

 

SpaceBase: Enthusiasm
SpaceBase: Genesis and Biodome

 

HMGS-Next Gen: Gaming A Plenty
Battle of Edington 878: Rye, NY
AWI Battle of Freeman’s Farm: Larchmont, NY
WWI Battle of Verdun: Darien, CT

 

WWI: An Attrition of Souls Wargame
The Big Push: WWI Card Game
The Big Push: Next Time

 

Havoc: 100 Years War Card Game
Napoleon Saga: Waterloo Cards

 

Blackbrim 1876: Escape Puzzle Mystery Game

 

NEWS : Figures, wargames, websites, and more.

 

Kobold Caverns: The D&D Adventure Continues
Hilltop Abbey: Worse Than D&D Undead


 

Books I’ve Read
Solomons Air War: Volume 3 (Nov-Dec 1942)

The Stand: Final Flight of Frank Luke jr
Savage Skies, Emerald Hell: WWII Air P-NG
Pigs, Missiles and the CIA: V2 LatAm 37
Midway: Pacific War’s Most Famous Battle
The First British Army: 1624-1628 (CSold114)
Allied Neutralization of Rabaul: WWII
Model Dioramas Handbook
Back Into Focus: Real Story Capa’s D-Day
Panzer Aces: Wehrmacht and the Waffen-SS
The City Who Fought (sci-fi novel)
USN Submarine vs IJN CV: Duel 139
The Athenian Army: 507-322BC (Elite 259)
South Atlantic 1982: Air Campaign 51
Black Star Renegades (sci-fi novel)
AH-1 Cobra Gunship vs NVA Armor: Duel 140

Soviet Battle for Berlin 1945
US Air Power 1945-1990: Vol2 TechAtWar 3

Spying for Hitler: Nazis Infiltrated America
The Story of the Spitfire: History

The Farthest Valley: Chosin Korean War
Beachhead Assault: Royal Naval Commandos

Pilots and Painted Ladies: WWII 493 Bomb Sqdn
Night Fighter Aces of Luftwaffe 1940-43

American Experimental Fighters of WWII
Panzer Crewman: Casemate Illustrated
Of Kerns and Galloglasses: Ret to Regt 24
Hitler’s Miracle Weapons: Vol 1 – Nukes

Hitler’s Miracle Weapons: Vol 2 – Rockets

The Kraken Wakes (sci-fi novel)

Star Corpsman: Bloodstar Book One (sci-fi novel)

Star Corpsman: Bloodstar Book Two (sci-fi novel)
The Waffen-SS at Kharkov: Feb-Mar 1943

Make Germany Great Again: 1930s-40s

Kamenets-Podolsky Pocket 1944: Camp 411

Russ

Russ Lockwood >>>

 

Views: 64

D-Day to Berlin: Zoom Game AAR by Russ Lockwood

D-Day to Berlin


D-Day to Berlin: The Zoom Game

by Russ Lockwood

I had only expected to sit at the virtual table quietly and observe for an hour, but being able to be the sixth player was a treat. He ran it via Zoom, using a couple of cameras and performing all the movement, die rolling, and camera positioning. It’s tough enough to be a GM at a ‘convention’ game, but having to do everything on the tabletop for the camera is even tougher. Nothing but praise from us players for Chris’ efforts.

Game Scale

The demo game was set during the Battle of the Bulge, with the US counterattack. The goal for the Americans was to grab three towns (one in each division’s sector). The Germans had to hold the towns.

DDtB makes the player a division commander, with each stand equaling a battalion. Each square on the table is 2.5 miles, and you can fit four stands plus a HQ into a square.

It’s a big scale, so tactical gamers will have to make allowances. You’re a division commander, not a company or platoon commander.

We Americans had three divisions: the 3rd Armored, my 80th Infantry, and the 33rd Infantry. I had not heard of the 33rd at the Bulge, but since US infantry divisions followed roughly the same TO&E, it could have been any infantry division. As it turns out, the 33rd served in the Pacific Theater, sez Wikipedia.

The three German divisions were the 5th Fallschirmjager (opposite the 3rd Armored), the Fuhrer Begleit Division (opposite my 80th Infantry), and the 26th Volksgrenadier Division (opposite the 33rd Infantry). OK, so Umpire Chris took a few liberties…

Breakthrough to Bastogne
Breakthrough to Bastogne

Screengrab of the beginning of the DDtB Zoom game. Allies on left, Germans on right. The middle third of Chris points out various terrain features. The red beads are divisional boundaries. The miniatures are on board. The paper artillery pieces represent off-board artillery. The star by the buildings represents victory towns. The black tape represents roads. Everything else seems self-evident. My 80th Infantry Division is in the middle.

Divisional Boundaries and the 80th

Each division operates within a set boundary. For simplicity’s sake, Umpire Chris made the boundaries of US and German divisions the same. In the photo, you can see red beads marking the boundaries — you were allowed to go outside your boundary by one square. In the rules, you can adjust your boundaries. In this demo game, we left the boundaries as is. When you read about at attack hitting a boundary — DDtB makes it a possibility. Boundaries are a nice touch.

I was assigned the 80th infantry division. Normally, a US infantry division has three regiments of three battalions. Alas, a regiment of mine was obviously on detached service somewhere else, for I only had six infantry battalions, not nine. Two of the detached battalions were assigned to 3rd Armor and unavailable to me.

I also fielded the HQ, an engineer battalion, an AT battalion (M-10s), and a tank battalion (Sherman’s). I also had an artillery “battalion” — historically, an infantry division should have three 105mm artillery battalions (usually assigned one per regiment) and a 155mm artillery battalion. Umpire Chris makes the 105 assignments part of the combat process, but leaves the 155mm free to support any attack or defense. All totaled, 10 units on the tabletop. Plus, I had access to two off-board corp-level assets: 155mm artillery battalions.

Sequence of Play Flow

Remember that DDtB was gamed via Zoom. Tabletop activity took a little longer because Umpire Chris had to interpret gamer instructions. Many is the time when we gamers said something like “Move that stand up a square” or “Roll for the tank.” Well, obviously we knew the exact stand, but Umpire Chris had to figure out which stand we meant. We all got the hang of adding a bit of precision to our descriptions although Umpire Chris performed some neat mind-reading tricks from time to time.

In any case, the basic sequence was pick a unit or group of units, roll for activation, and then if passed, do something with them. Combat is by entering an enemy square — there is no artillery bombardment by itself. Failed activation’s with a ‘6’ also add a detrimental morale marker to the HQ.

Combat is by rolling a number of d6s. We picked that up quick enough — one per unit (any unit), plus one if infantry and mechanized form a “combined arms’ pair, one more d6 if the defending unit(s) are “poor” quality, and so on.

All things being equal, you look for 1s and 2s. If your units are at a disadvantage versus the enemy (like infantry attacking tanks, or combined arms pair without engineers attacking dug-in defenders), the enemy has the ‘weapon of choice’ and while you look for 1s, he looks for 1s and 2s.

Hits are applied to the square, one per enemy unit, with excess hits “applied” as detrimental morale markers to the HQ. When hit, the unit faces a choice: retreat one square, or stick around for a save test. Most infantry save on 1-2, with a bonus for being dug in or in favorable terrain (like a hill or town), and tanks on 1-3, with heavier tank like a Panther getting a second save and heavier tanks like the Tiger II getting second and third saves.

The attacker gets to toss dice first and inflict hits (if any) and retreats (depends on the defending player) upon the defender. If any defenders are left in the square, they roll dice against the attackers. Combat can last three rounds.

Combat is remarkably quick and you can get a fluid front as players retreat to avoid the save roll or stand fast because it’s an important square.

Shattered (Sha Oobie)

Now, if you blow a save roll, the stand is ‘shattered’ and removed from the tabletop. It’s not out of the game, just so disorganized that it is currently ineffective. At the beginning of a new turn, the player rolls for its return, delay (roll again next turn), or rout to the rear (‘lost’ in the rules vernacular).

When a unit is shattered, the division takes a division morale test that features a great big handful of dice. On turn 1, the Fuhrer Begleit Division blew a shattered roll with the Panzergrenadier battalion and had to roll 9d6 looking for a total of 26 or more to pass the divisional morale check. The mostly intact division rolled a total of 31 on the dice — no problem.

There’s more, but those are the highlights. That divisional morale mechanic is especially clever, for it can represent degradation of capabilities. Sure, an individual battalion might be fine, but the division could have been so beaten up, it would be fragile and likely to run away from even a small reverse in combat.


Turn 1: Friends Are So Alarming

We Americans rolled high and chose to go first. As David (3rd Armored) had played before, me (80th) and Brad (33rd) decided he should go first so we could see how it’s done.

The 3rd Armor moved up four battalions, added in artillery, and attacked four German units – hit for six hits. One hit went on each German unit, with the two excess hits creating two detrimental morale markers for the 5th Fallschirmjager HQ. The four Germans retreated.

As the Germans left the square empty, the 3rd Armor had to advance at least one battalion, or up to all four battalions, into the square. He advanced all four battalions into the vacant square.

DDtB
My mighty 80ID

My mighty 80ID, with arty support, attacks the Fuhrer Begleit, also with arty support, on the hill. My supporting attacks in the center turn out to be more hope than action.

Onward, 80th!

I went next. My units rolled for activation. Two infantry, the M-10, and the Sherman attacked the hill with one defending Panther and one Panzer Grenadier battalion. I added in two 155mm artillery strikes. That meant I rolled 8d6 — one for each battalion (4), plus two for combined arms pairs (2), and two for the two artillery battalions (2). I had no support from adjacent squares because they had enemy to front ZOC.

As the Germans held the hill, and I didn’t have any engineers, the Germans had the ‘weapon of choice’ advantage. That meant I was looking for 1s. Umpire Chris rolled for me and I scored two hits, placing one on each unit.

My opponent, John, would not give up such an important square in his line, so he opted not to retreat and instead took saving rolls for each unit. The saving roll for the Panther was 1-3 and it could roll twice due to its great protection factor. It passed. The Panzergrenadier unit failed and was shattered (sha oobie). Besides being removed from the tabletop, this shattering generated a morale check (9d6 looking for a 26 or more), which it passed.

The counterattack from the Panther and some German artillery scored a pair of hits. Having just seen the German vaporize, I retreated my armor.

We went to round two. I could withdraw, but I still had two infantry (2d6) and two artillery (2d6). I chanced the die roll and scored a hit. The Panther retreated off the hill and both my infantry battalions advanced to capture the hill. Technically, both had advanced into the square in the first place to attack and so stayed on the hill while the Panther retreated. Either way you look at it, I had the hill.

I call in the arty.
I call in the arty.

I also had an attack on a lone recon battalion that generated a hit. The recon unit retreated. I advanced.

A third US attack was sent in with only the engineer unit against two infantry and a St

A blown activation roll kept two infantry battalions fixed in place. I had rolled to activate the engineer unit first, made it, and moved through the square with the two infantry battalions into the attack. Then, I rolled for the pair of infantry and blew it. Thus, the engineer went in alone.

I had 1d6. No hits. The German defenders got a hit and I retreated back into the square with the two lolly-gagging infantry. What did they think? The war was over?

I also had an infantry unit behind my lines that blew its activation roll.

For those keeping track, I had five activation rolls and blew two, slightly worse than the 1/3 built into the game.

That ended my turn.


33rd: Directing Traffic

On our right flank, the 33rd Infantry launched a tentative attack on the 26th VG, mostly blown activation rolls prevented units from moving. With only one unit and artillery support, it pushed a German Recon unit back one square. I’m sure the Recon commander radioed back to division, “Found ’em!”

German Turn 1: I’ve Been Battered

The 26th VG didn’t have much to do. It was sitting pretty.

In the center, the Fuhrer Begleit Division called for an immediate counterattack. The Panther battalion failed to activate, but the STuG and two infantry battalions, with the weapon of choice advantage, dove into the Engineer and two US infantry battalions. The Germans put one hit on one infantry battalion. My boys retreated.

The STuG with three lives

The STuG led the attack

The US reply with an arty rolled 3d6 and managed three “1s” — a Yahtzee moment that stunned the Germans into calling off the attack and retreating. Oh yeah, it’s better to be lucky than good.

The 5th Fallschirmjagers suffered from a rash of activation failures. It was very frustrating for Mark. One of the players quipped the division had “no fuel.”

Given it was mostly an infantry division, maybe it was “no breakfast?”

That ended the first turn.

During the housekeeping phase, Umpire Chris rolled for off-board artillery. Most became available again. He rolled for reinforcements. And he rolled for initiative, which the Germans won. The Germans elected to go first.


Turn 2 Germans

The 5th Fallschirmjagers counterattacked and drove the 3rd Armor back, but otherwise remained in a strong position. It could have been much worse – 5FJ suffered from a rash of activation failures. If I recall right, three 6s in a row plus a 5 before getting a couple of 1-4s needed for the attack.

The Fuhrer Begleit Division also failed due to activation failures. They suffered from fuel problems, too.

The 26th VG had no reason to move and didn’t.


American Turn 2: I’m In Tatters

The 33rd stayed put. Blown rolls. So much for the right flank

I shift focus from the hill to the plain

My 80th, scenting fear in the German ranks, surged ahead with the tank and infantry quartet against an infantry and Recon. The infantry retreated, but the recon tried for a save and failed. The Germans passed another division morale check caused by the shattered recon battalion.

Sha oobie!

As the square was now vacant, I could opt for a Breakthrough attack into the town, but only with the Sherman and M-10 battalions. I thought a bit, but declined. Had the infantry been included, I would have gone for it, but it seemed an attack too far. The more I thought about it, the more the Breakthrough mechanic seemed clever, too.

On the right, the engineer and infantry, fresh from their successful defense, attacked an entrenched infantry and sent it packing.

Behind my lines, another activation failure kept the infantry well behind the advance.

The 3rd Armor put together a CCA attack that chased away a defending infantry. During the advance, it took a Breakthrough move into the next square, chasing two more infantry away. Now I know the Breakthrough mechanic was clever.

There the attack halted.

Pre-Turn 3 Housekeeping

This was the same as Turn 2, only some of the off-board 155mm artillery wasn’t available and the US won the initiative and decided to go first.


American Turn 3

The 33rd shrugged off its die-roll inertia and finally sent one Sherman and two infantry battalions along with some artillery support into a pair of dug-in German infantry, one of which was of poor quality, and a pair of Germany artillery. Out of 6d6, no hits. The Germans scored a hit on the M-10, which the US passed the save. Round two saw the US score a hit and the Germans save. Many German hits forced the US back and the attack halted.

80th: This Town’s Been Wearing Tatters

My 80th, now adjacent to the victory town, launched an attack against its one, scared, bedraggled defending infantry battalion. Due to terrain, it had the weapon of choice advantage.

On the first round, no hits by either side. On the second round, I scored one hit. The German battalion had a 50-50 chance of passing a save and did. On the third round, I scored one hit. The German battalion had the same 50-50 chance of passing a save and did it again!

DDtB
US Troops Retire

US troops fail to winkle the Germans out of the town.

On the left flank, the 3rd Armor cleared the infantry from the dug-in position, used the Breakthrough, and overran an AT gun. AT guns do not have the option to retreat like infantry and tanks. I’m guessing this was a non-motorized AT gun.

I think CCB had a shot at moving diagonally and attacking the town, but the victory town was garrisoned by four units and would be a tough nut to crack.


German Turn 3

The 26th VG was sitting pretty and elected to remain in place.

The Fuhrer Begleit Division mounted an attack with the Panther battalion and two infantry battalions and kicked my armor-infantry pack backwards away from the town.

The 5th FJ managed to get back one of its shattered units and mounted a small attack. Otherwise, it was sitting pretty, too.


End of Game: Ain’t You Hungry For Success, Success, Success?

Umpire Chris called the game at the end of the third turn — equivalent to a day (DDtB also has a ‘night turn’ in his rules that we did not do). We had played from 8pm to 11pm in real time. Three turns in three hours isn’t bad for a Zoom game where everyone went one after another and most of us were new to the system. Blown activation rolls cut short some divisions’ turns.

My guess is that a turn would take about 30 minutes in a convention setting where people on a side moved simultaneously (and still ask questions). Grognards could handle a division no problem, probably dropping that to 15 minutes a turn if you figure that a third of the units won’t move, a third not hazard an attack, and the last third actually perform an attack.

I was able to see how the various subsystems meshed together, some quite well (combat especially), and some not as much — rolling for movement did indeed paralyze units 1/3 of the time, sometimes (5th FJ) rolling multiple 5s and 6s in a row ending that division’s turn. No fuel! No breakfast! No move!

Breakfast, German time

Maybe the Germans didn’t move because they had too much breakfast?

I will point out that at least one unit, an infantry battalion attached to the 3rd Armor, on the road, was never in battle, never in danger, and never activated or moved the entire game (1 day). Maybe they were at a USO show.

Chris noted that during the historical Bulge, a battalion of a VG division got lost in the woods for a day or so before it showed up for an attack. He joked it must have rolled a lot of 5s and 6s.


My Brain’s Been Battered, Splattered All Over

The 33rd was our hard-luck activation division. Brad exhibited patience with the roll for movement process, but he also didn’t game much. The 5th FJ was the German hard-luck rolling division.

And that’s my objection to rolling for movement. Many game systems possess such a mechanism and my preference is to game, not sit. As you can tell, DDtB offers plenty of opportunity to roll combat and morale dice and get yourself into trouble or have the opponent put you into trouble. Not moving doesn’t get anyone into any trouble.

I forgot to mention that when rolling for activation, a “1” will get you a double move. Black Powder/Hail Caesar have a similar mechanic — roll for movement with base 40% for no move and a small percentage to move 2x and even 3x to try and make up for sitting down for a picnic. Fire & Fury Brigade also has a similar mechanic with a ‘double time’ 25% movement bonus to offset slower or non-moves.

For DDtB, Chris noted that players do not have to roll one make-or-break die for all units in a square, but can roll for each unit, even if they are going to perform identical moves, to smooth out the rolls. He also noted optional Staff rules that provide free re-rolls.

To me, these nuances seem like fixes to a mechanic that can take a player out of a game. I know a lot of gamers enjoy rolling for movement. I’m just not one of them.

Russ’ Rule: If you don’t have movement, you don’t have a game and I came to game, not to sit.

Overall Impression: Flatter, Flatter, Flatter

Other than the roll for activation mechanic, DDtB has a smooth combat system and a clever morale system. Most veteran players will be able to pick up the basics in an instant, although some of the nuances to the divisional morale system might take a bit more effort to learn, especially concerning the number of dice to roll. It’s in the rules, but read carefully.

We did not play with US air support (Jabo), which has a 50-50 chance of adding from one to three dice to each US combat (assuming the weather is clear).

The number of combat dice we used in the game sometimes hit double digits, but usually not that high. You really need to concentrate to get that number of dice. I like the idea that even a single stand can toss a die and cause retreats and eliminations.

The square grid takes some getting used to, but I like the frontal ZOC locks. Some of the diagonal movement situations took an explanation from Umpire Chris, but again, easy to pick up once you understand the ZOC.

The Weapon of Choice idea, easily figured out using the table, offers a quick way to give attacker or defender an advantage — if one is there. That’s a quick way to differentiate units on a large scale.

I’m up for playing this again, preferably in person. When conventions roll around, give this a go!

Star Unit Of The Game: To Live In This Town You Must Be Tough

My vote goes to John’s Fuhrer Begleit infantry battalion that made two 50-50 saves in a row to keep the victory town. Make it a veteran unit for the next game!

Tough German Unit

The toughest unit in the game – defenders of the town


Zoom Fog of War

Umpire Chris set up multiple cameras in his basement to show different angles of the game. We kept pestering him to move the view this way and that, but it struck me that fixed viewpoints, adjusted for advancing, would be great for fog of war. I certainly didn’t pay much attention to my left or right when I was doing a turn. I should have, but I didn’t.

Now, if you could have one camera per player, each with a Zoom window open…


About Russ Lockwood

Russ Lockwood is most famous for creating MagWeb.com a former on line site which provided miniature gamers with an enormous information data base of magazines and e-books. In addition to his web achievements Lookwood is now pursuing writing and designing both books and game systems. Other titles include Snappy Nappy. Contributions to various magazines such as MWAN and Historical Miniature Gamer.

You can contact Russ at rlockwood1@chrisparkergames.com

Ready to purchase D-Day to Berlin? Go Shop


Chris Parker Peeps In

I must admit that when I set up and ran these two games for the Virtual Convention I relied on my Allied O.O.B. from my memory of 2 years ago when I ran it at a few conventions.  I pretty much got it all wrong this time.  The forces involved were…

        3rd Corps

  • 4th Armored Division
  • 80th infantry division
  • 26th Infantry Division.

Views: 38

After Action Report – Russ Lockwood

November After Action Report – Russ Lockwood

First let me mention that I had a great chat with Russ at Fall In 2022 in Lancaster PA.

Russ as the Lion of Stockton
Russ as the Lion of Stockton

By Russ Lockwood

Hope you had a game or three during November. Mine was a little quieter on the gaming front than usual for the month, but hope springs eternal for December…and especially the last week. Stay tuned! In the meantime:


HMGS Fall-In: Host Hop for a Day
Battle of Kolín (June 18, 1757): Command and Colors Seven Years War

Kolin: A Game’s Photojourney
Roar of the Russian Bear: Snappy Nappy 1812 Campaign in a Day

Snappy Nappy Campaign-In-A-Day 2022: North Flank of 1812 Russian Campaign
Snappy Nappy 2022 Communications Chronology: Messages of Russia 1812
A Quintet of Dominion: A Festival of Cards
What’s C.S.? WWII
Soviet Bears: Armed Cosmonauts


Books I’ve Read

Porsche Tiger and Ferdinand Tank Destroyer
The Seleucid Army of Antiochus the Great
Bloody April 1917: Air Campaign 33
Charles X’s Wars: Volume 2 (Cent Sold 87)
Tanks in Battle for Germany 1945 (NV 312)
Roman Plate Armor: Elite 247
The Cactus Air Force: Air War Guadalcanal
The Erewan War: Vol 2: CIA in Laos 1969-74
Identifying Cap Badges: Family Historian Guide
Warship 2022: Variety of Articles
Chobham Armour: Cold War UK Tank Develop.
McDonnell XP-67 Moonbat: XPlanes 17
F6F Hellcat: Philippines 1944 (Dogfight 5)
Foreign Panthers: 1943-1958 (New Vangd 313)
The Hunt for the Storozhevoy: 1975 USSR
Japanese Conquest of Burma 1942: Campaign 384
North American T-6 Harvard/Texan: Duke H C02
The Real Gladiator: Maximus Decimus Meridus
Maritime Strike: UK Navy and Libya 2011
The Venlo Sting: MI6’s Deadly Fiasco
A Mighty Fortress: Lead Bomber Over Europe

Enjoy!

Russ


Download his AAR here >>>

Views: 78

Russ Lockwood AAR: June 2023

June After Action Report – Russ Lockwood


Russ Lockwood
Russ Lockwood

Download Newsletter >>>


Brittany Hill 103: Command Decision 1944
Medieval Germans vs SubSaharan Malians: ADLG
Steve’s Game Day: Space Base and Quacks of Quedlinburg
Frontier Rumble: Song of Drums and Tomahawks
6th Armored Drive In Brittany: Leave a Message
HMGS 2023 Board Election Results
Game Review: Desert Storm: The Hundred Hour War
Desert Storm Air War: Perspectives & Prospects 2002
Biding Time on Thebus: Brax – Traveller RPG
The Treasure Ship Caper: Traveller RPG
On My Mind: Little Wars TV Ideas
Ramming Speed: Greek Trireme Battle


Books I’ve Read:

The Battle of Rocroi: 1643 (Century of the Soldier # 94)
Men of Armor: US B Co, 756 Tank Bttn – Vol. 2
Alpini: Italian Mountain Troops 1872-Present
Battle of Leyte Gulf: Largest Sea Battle
The Shogun’s Soldiers: Vol. 2 (Century of the Soldier # 99)
HMS Formidable: Arthur Flint’s War (WWII)
Armies of the Italian Risorgimento: 1848-1870
The Hundred Years War: 1337-1453 (Ess Hist)
Italian Campaign 1941-1945: Images of War
Brit Frigates and Escort DDs 1939-45 (NV319)
Confronting Napoleon: Vol. 1 Pultask to Eylau
US Marine Corps 1775-1859 (Elite 251)
Tanks in Operation Bagration 1944 (NV 318)
The Redcoats of Wellington’s Light Division
Hydaspes 326BC: Campaign 389
Battle of Gettysburg 1863 (2): Campaign 391
The Spy From Place Saint-Sulpice (novel)
Skyfarer: The Drifting Lands 1 (fantasy novel)
Into Deepest Space (sci-fi novel)
Operation Rype: WWII OSS Mission Norway
Captain Empirical (sci-fi novel)
The Philadelphia Campaign: 1777
Such a Clash of Arms: Maryland Campaign 1862
Men and Machines (sci-fi short stories)
Military Low-Level Flying: From F-4 to F-35
8th SS Cavalry Division Geyer: Images of War
Stalingrad: Death of an Army – BattleCraft
The Historical Atlas of the British Isles


Enjoy!

Russ Lockwood

Read more about Russ Lockwood >>>

NOTE:  Russ’ book reviews can be found on HWMS.org >>>

Views: 25

D-Day to Berlin: “Review” Clarifications by Russ Lockwood

D-Day to Berlin: “Review” Clarifications

D-Day to Berlin
D-Day to Berlin

In my last AAR (05/03/2021), I offered a first look at the WWII rules D-Day to Berlin (DDtB) by Chris Parker. On the plus side, I got most things right. On the minus side, I got a few things wrong. Chris set me and the record straight. — RL


Thank you for the compliment on combat and excessive hits.

Ground scale is actually 2.5 miles per zone which gives us an even 5 miles per two zones.

You are bit off on the activation. The player does choose a zone but then he decides how many battalions (called a force of 1 stand) are going to perform the same action. If you have four battalions you could perform one action with all four or an action for each one or any combination. You then roll for each force individually. A clever general who wants to attack usually chooses to roll for an all or nothing to get the attack started but sometimes if it is really important he will choose smaller forces to even out the rolls.

It is also worth mentioning that if the battalions (force) is in the Divisional HQ zone [square] they may reroll a failed activation roll.

I use a lot of Wally’s ideas and one of them is that if a player is going to roll he should at least have a 33% chance of it succeeding. He also says that most general attempts to move, shoot, etc. are about right at 70%. In activation a force within command range will succeed one way or another on a roll of 1-4 which is about 70%.

Wally Simon espoused the idea that the only events worth rolling for are those that have at least a 1/3 chance of success. Anything with a smaller percentage is not worth rolling.

            On movement, one of Wally’s ideas was a constant movement rate with a 70% chance to cross into a different terrain. For example, if a unit had a 12 inch move, it would move 12 inches in any terrain, but when moving from one terrain to another (for example, like clear into woods, or swamp into clear), you have a 70% chance of doing so. If you make the roll, you continue moving the unit the remainder of its move up to 12 inches. If you miss the roll, the unit halts at the border, unable to move into the new terrain (even if the new terrain is easier than the existing terrain). Next turn, you need a 70% chance to head into the new terrain. If failed, the unit sits there. –RL

I know Russ dislikes rolling to activate, but I have found with most gamers that in the end they liked it and after a bit didn’t even notice it. And it does add just a bit of friction in the game.

Chris umpired a Zoom game for the Maine Historical Wargamers online convention, so I was able to try out the game. Read on for rules mechanics highlights, game recap, and my impression of the rules. –RL


D-Day to Berlin: The Zoom Game

by Russ Lockwood

I had only expected to sit at the virtual table quietly and observe for an hour, but being able to be the sixth player was a treat. He ran it via Zoom, using a couple of cameras and performing all the movement, die rolling, and camera positioning. It’s tough enough to be a GM at a ‘convention’ game, but having to do everything on the tabletop for the camera is even tougher. Nothing but praise from us players for Chris’ efforts.

Game Scale

The demo game was set during the Battle of the Bulge, with the US counterattack. The goal for the Americans was to grab three towns (one in each division’s sector). The Germans had to hold the towns.

DDtB makes the player a division commander, with each stand equaling a battalion. Each square on the table is 2.5 miles, and you can fit four stands plus a HQ into a square.

It’s a big scale, so tactical gamers will have to make allowances. You’re a division commander, not a company or platoon commander.

We Americans had three divisions: the 3rd Armored, my 80th Infantry, and the 33rd Infantry. I had not heard of the 33rd at the Bulge, but since US infantry divisions followed roughly the same TO&E, it could have been any infantry division. As it turns out, the 33rd served in the Pacific Theater, sez Wikipedia.

The three German divisions were the 5th Fallschirmjager (opposite the 3rd Armored), the Fuhrer Begleit Division (opposite my 80th Infantry), and the 26th Volksgrenadier Division (opposite the 33rd Infantry). OK, so Umpire Chris took a few liberties…

Breakthrough to Bastogne
Breakthrough to Bastogne

Screengrab of the beginning of the DDtB Zoom game. Allies on left, Germans on right. The middle third of Chris points out various terrain features. The red beads are divisional boundaries. The miniatures are on board. The paper artillery pieces represent off-board artillery. The star by the buildings represents victory towns. The black tape represents roads. Everything else seems self-evident. My 80th Infantry Division is in the middle.

Divisional Boundaries and the 80th

Each division operates within a set boundary. For simplicity’s sake, Umpire Chris made the boundaries of US and German divisions the same. In the photo, you can see red beads marking the boundaries — you were allowed to go outside your boundary by one square. In the rules, you can adjust your boundaries. In this demo game, we left the boundaries as is. When you read about at attack hitting a boundary — DDtB makes it a possibility. Boundaries are a nice touch.

I was assigned the 80th infantry division. Normally, a US infantry division has three regiments of three battalions. Alas, a regiment of mine was obviously on detached service somewhere else, for I only had six infantry battalions, not nine. Two of the detached battalions were assigned to 3rd Armor and unavailable to me.

I also fielded the HQ, an engineer battalion, an AT battalion (M-10s), and a tank battalion (Sherman’s). I also had an artillery “battalion” — historically, an infantry division should have three 105mm artillery battalions (usually assigned one per regiment) and a 155mm artillery battalion. Umpire Chris makes the 105 assignments part of the combat process, but leaves the 155mm free to support any attack or defense. All totaled, 10 units on the tabletop. Plus, I had access to two off-board corp-level assets: 155mm artillery battalions.

Sequence of Play Flow

Remember that DDtB was gamed via Zoom. Tabletop activity took a little longer because Umpire Chris had to interpret gamer instructions. Many is the time when we gamers said something like “Move that stand up a square” or “Roll for the tank.” Well, obviously we knew the exact stand, but Umpire Chris had to figure out which stand we meant. We all got the hang of adding a bit of precision to our descriptions although Umpire Chris performed some neat mind-reading tricks from time to time.

In any case, the basic sequence was pick a unit or group of units, roll for activation, and then if passed, do something with them. Combat is by entering an enemy square — there is no artillery bombardment by itself. Failed activation’s with a ‘6’ also add a detrimental morale marker to the HQ.

Combat is by rolling a number of d6s. We picked that up quick enough — one per unit (any unit), plus one if infantry and mechanized form a “combined arms’ pair, one more d6 if the defending unit(s) are “poor” quality, and so on.

All things being equal, you look for 1s and 2s. If your units are at a disadvantage versus the enemy (like infantry attacking tanks, or combined arms pair without engineers attacking dug-in defenders), the enemy has the ‘weapon of choice’ and while you look for 1s, he looks for 1s and 2s.

Hits are applied to the square, one per enemy unit, with excess hits “applied” as detrimental morale markers to the HQ. When hit, the unit faces a choice: retreat one square, or stick around for a save test. Most infantry save on 1-2, with a bonus for being dug in or in favorable terrain (like a hill or town), and tanks on 1-3, with heavier tank like a Panther getting a second save and heavier tanks like the Tiger II getting second and third saves.

The attacker gets to toss dice first and inflict hits (if any) and retreats (depends on the defending player) upon the defender. If any defenders are left in the square, they roll dice against the attackers. Combat can last three rounds.

Combat is remarkably quick and you can get a fluid front as players retreat to avoid the save roll or stand fast because it’s an important square.

Shattered (Sha Oobie)

Now, if you blow a save roll, the stand is ‘shattered’ and removed from the tabletop. It’s not out of the game, just so disorganized that it is currently ineffective. At the beginning of a new turn, the player rolls for its return, delay (roll again next turn), or rout to the rear (‘lost’ in the rules vernacular).

When a unit is shattered, the division takes a division morale test that features a great big handful of dice. On turn 1, the Fuhrer Begleit Division blew a shattered roll with the Panzergrenadier battalion and had to roll 9d6 looking for a total of 26 or more to pass the divisional morale check. The mostly intact division rolled a total of 31 on the dice — no problem.

There’s more, but those are the highlights. That divisional morale mechanic is especially clever, for it can represent degradation of capabilities. Sure, an individual battalion might be fine, but the division could have been so beaten up, it would be fragile and likely to run away from even a small reverse in combat.


Turn 1: Friends Are So Alarming

We Americans rolled high and chose to go first. As David (3rd Armored) had played before, me (80th) and Brad (33rd) decided he should go first so we could see how it’s done.

The 3rd Armor moved up four battalions, added in artillery, and attacked four German units – hit for six hits. One hit went on each German unit, with the two excess hits creating two detrimental morale markers for the 5th Fallschirmjager HQ. The four Germans retreated.

As the Germans left the square empty, the 3rd Armor had to advance at least one battalion, or up to all four battalions, into the square. He advanced all four battalions into the vacant square.

DDtB
My mighty 80ID

My mighty 80ID, with arty support, attacks the Fuhrer Begleit, also with arty support, on the hill. My supporting attacks in the center turn out to be more hope than action.

Onward, 80th!

I went next. My units rolled for activation. Two infantry, the M-10, and the Sherman attacked the hill with one defending Panther and one Panzer Grenadier battalion. I added in two 155mm artillery strikes. That meant I rolled 8d6 — one for each battalion (4), plus two for combined arms pairs (2), and two for the two artillery battalions (2). I had no support from adjacent squares because they had enemy to front ZOC.

As the Germans held the hill, and I didn’t have any engineers, the Germans had the ‘weapon of choice’ advantage. That meant I was looking for 1s. Umpire Chris rolled for me and I scored two hits, placing one on each unit.

My opponent, John, would not give up such an important square in his line, so he opted not to retreat and instead took saving rolls for each unit. The saving roll for the Panther was 1-3 and it could roll twice due to its great protection factor. It passed. The Panzergrenadier unit failed and was shattered (sha oobie). Besides being removed from the tabletop, this shattering generated a morale check (9d6 looking for a 26 or more), which it passed.

The counterattack from the Panther and some German artillery scored a pair of hits. Having just seen the German vaporize, I retreated my armor.

We went to round two. I could withdraw, but I still had two infantry (2d6) and two artillery (2d6). I chanced the die roll and scored a hit. The Panther retreated off the hill and both my infantry battalions advanced to capture the hill. Technically, both had advanced into the square in the first place to attack and so stayed on the hill while the Panther retreated. Either way you look at it, I had the hill.

I call in the arty.
I call in the arty.

I also had an attack on a lone recon battalion that generated a hit. The recon unit retreated. I advanced.

A third US attack was sent in with only the engineer unit against two infantry and a St

A blown activation roll kept two infantry battalions fixed in place. I had rolled to activate the engineer unit first, made it, and moved through the square with the two infantry battalions into the attack. Then, I rolled for the pair of infantry and blew it. Thus, the engineer went in alone.

I had 1d6. No hits. The German defenders got a hit and I retreated back into the square with the two lolly-gagging infantry. What did they think? The war was over?

I also had an infantry unit behind my lines that blew its activation roll.

For those keeping track, I had five activation rolls and blew two, slightly worse than the 1/3 built into the game.

That ended my turn.


33rd: Directing Traffic

On our right flank, the 33rd Infantry launched a tentative attack on the 26th VG, mostly blown activation rolls prevented units from moving. With only one unit and artillery support, it pushed a German Recon unit back one square. I’m sure the Recon commander radioed back to division, “Found ’em!”

German Turn 1: I’ve Been Battered

The 26th VG didn’t have much to do. It was sitting pretty.

In the center, the Fuhrer Begleit Division called for an immediate counterattack. The Panther battalion failed to activate, but the STuG and two infantry battalions, with the weapon of choice advantage, dove into the Engineer and two US infantry battalions. The Germans put one hit on one infantry battalion. My boys retreated.

The STuG with three lives

The STuG led the attack

The US reply with an arty rolled 3d6 and managed three “1s” — a Yahtzee moment that stunned the Germans into calling off the attack and retreating. Oh yeah, it’s better to be lucky than good.

The 5th Fallschirmjagers suffered from a rash of activation failures. It was very frustrating for Mark. One of the players quipped the division had “no fuel.”

Given it was mostly an infantry division, maybe it was “no breakfast?”

That ended the first turn.

During the housekeeping phase, Umpire Chris rolled for off-board artillery. Most became available again. He rolled for reinforcements. And he rolled for initiative, which the Germans won. The Germans elected to go first.


Turn 2 Germans

The 5th Fallschirmjagers counterattacked and drove the 3rd Armor back, but otherwise remained in a strong position. It could have been much worse – 5FJ suffered from a rash of activation failures. If I recall right, three 6s in a row plus a 5 before getting a couple of 1-4s needed for the attack.

The Fuhrer Begleit Division also failed due to activation failures. They suffered from fuel problems, too.

The 26th VG had no reason to move and didn’t.


American Turn 2: I’m In Tatters

The 33rd stayed put. Blown rolls. So much for the right flank

I shift focus from the hill to the plain

My 80th, scenting fear in the German ranks, surged ahead with the tank and infantry quartet against an infantry and Recon. The infantry retreated, but the recon tried for a save and failed. The Germans passed another division morale check caused by the shattered recon battalion.

Sha oobie!

As the square was now vacant, I could opt for a Breakthrough attack into the town, but only with the Sherman and M-10 battalions. I thought a bit, but declined. Had the infantry been included, I would have gone for it, but it seemed an attack too far. The more I thought about it, the more the Breakthrough mechanic seemed clever, too.

On the right, the engineer and infantry, fresh from their successful defense, attacked an entrenched infantry and sent it packing.

Behind my lines, another activation failure kept the infantry well behind the advance.

The 3rd Armor put together a CCA attack that chased away a defending infantry. During the advance, it took a Breakthrough move into the next square, chasing two more infantry away. Now I know the Breakthrough mechanic was clever.

There the attack halted.

Pre-Turn 3 Housekeeping

This was the same as Turn 2, only some of the off-board 155mm artillery wasn’t available and the US won the initiative and decided to go first.


American Turn 3

The 33rd shrugged off its die-roll inertia and finally sent one Sherman and two infantry battalions along with some artillery support into a pair of dug-in German infantry, one of which was of poor quality, and a pair of Germany artillery. Out of 6d6, no hits. The Germans scored a hit on the M-10, which the US passed the save. Round two saw the US score a hit and the Germans save. Many German hits forced the US back and the attack halted.

80th: This Town’s Been Wearing Tatters

My 80th, now adjacent to the victory town, launched an attack against its one, scared, bedraggled defending infantry battalion. Due to terrain, it had the weapon of choice advantage.

On the first round, no hits by either side. On the second round, I scored one hit. The German battalion had a 50-50 chance of passing a save and did. On the third round, I scored one hit. The German battalion had the same 50-50 chance of passing a save and did it again!

DDtB
US Troops Retire

US troops fail to winkle the Germans out of the town.

On the left flank, the 3rd Armor cleared the infantry from the dug-in position, used the Breakthrough, and overran an AT gun. AT guns do not have the option to retreat like infantry and tanks. I’m guessing this was a non-motorized AT gun.

I think CCB had a shot at moving diagonally and attacking the town, but the victory town was garrisoned by four units and would be a tough nut to crack.


German Turn 3

The 26th VG was sitting pretty and elected to remain in place.

The Fuhrer Begleit Division mounted an attack with the Panther battalion and two infantry battalions and kicked my armor-infantry pack backwards away from the town.

The 5th FJ managed to get back one of its shattered units and mounted a small attack. Otherwise, it was sitting pretty, too.


End of Game: Ain’t You Hungry For Success, Success, Success?

Umpire Chris called the game at the end of the third turn — equivalent to a day (DDtB also has a ‘night turn’ in his rules that we did not do). We had played from 8pm to 11pm in real time. Three turns in three hours isn’t bad for a Zoom game where everyone went one after another and most of us were new to the system. Blown activation rolls cut short some divisions’ turns.

My guess is that a turn would take about 30 minutes in a convention setting where people on a side moved simultaneously (and still ask questions). Grognards could handle a division no problem, probably dropping that to 15 minutes a turn if you figure that a third of the units won’t move, a third not hazard an attack, and the last third actually perform an attack.

I was able to see how the various subsystems meshed together, some quite well (combat especially), and some not as much — rolling for movement did indeed paralyze units 1/3 of the time, sometimes (5th FJ) rolling multiple 5s and 6s in a row ending that division’s turn. No fuel! No breakfast! No move!

Breakfast, German time

Maybe the Germans didn’t move because they had too much breakfast?

I will point out that at least one unit, an infantry battalion attached to the 3rd Armor, on the road, was never in battle, never in danger, and never activated or moved the entire game (1 day). Maybe they were at a USO show.

Chris noted that during the historical Bulge, a battalion of a VG division got lost in the woods for a day or so before it showed up for an attack. He joked it must have rolled a lot of 5s and 6s.


My Brain’s Been Battered, Splattered All Over

The 33rd was our hard-luck activation division. Brad exhibited patience with the roll for movement process, but he also didn’t game much. The 5th FJ was the German hard-luck rolling division.

And that’s my objection to rolling for movement. Many game systems possess such a mechanism and my preference is to game, not sit. As you can tell, DDtB offers plenty of opportunity to roll combat and morale dice and get yourself into trouble or have the opponent put you into trouble. Not moving doesn’t get anyone into any trouble.

I forgot to mention that when rolling for activation, a “1” will get you a double move. Black Powder/Hail Caesar have a similar mechanic — roll for movement with base 40% for no move and a small percentage to move 2x and even 3x to try and make up for sitting down for a picnic. Fire & Fury Brigade also has a similar mechanic with a ‘double time’ 25% movement bonus to offset slower or non-moves.

For DDtB, Chris noted that players do not have to roll one make-or-break die for all units in a square, but can roll for each unit, even if they are going to perform identical moves, to smooth out the rolls. He also noted optional Staff rules that provide free re-rolls.

To me, these nuances seem like fixes to a mechanic that can take a player out of a game. I know a lot of gamers enjoy rolling for movement. I’m just not one of them.

Russ’ Rule: If you don’t have movement, you don’t have a game and I came to game, not to sit.

Overall Impression: Flatter, Flatter, Flatter

Other than the roll for activation mechanic, DDtB has a smooth combat system and a clever morale system. Most veteran players will be able to pick up the basics in an instant, although some of the nuances to the divisional morale system might take a bit more effort to learn, especially concerning the number of dice to roll. It’s in the rules, but read carefully.

We did not play with US air support (Jabo), which has a 50-50 chance of adding from one to three dice to each US combat (assuming the weather is clear).

The number of combat dice we used in the game sometimes hit double digits, but usually not that high. You really need to concentrate to get that number of dice. I like the idea that even a single stand can toss a die and cause retreats and eliminations.

The square grid takes some getting used to, but I like the frontal ZOC locks. Some of the diagonal movement situations took an explanation from Umpire Chris, but again, easy to pick up once you understand the ZOC.

The Weapon of Choice idea, easily figured out using the table, offers a quick way to give attacker or defender an advantage — if one is there. That’s a quick way to differentiate units on a large scale.

I’m up for playing this again, preferably in person. When conventions roll around, give this a go!

Star Unit Of The Game: To Live In This Town You Must Be Tough

My vote goes to John’s Fuhrer Begleit infantry battalion that made two 50-50 saves in a row to keep the victory town. Make it a veteran unit for the next game!

Tough German Unit

The toughest unit in the game – defenders of the town


Zoom Fog of War

Umpire Chris set up multiple cameras in his basement to show different angles of the game. We kept pestering him to move the view this way and that, but it struck me that fixed viewpoints, adjusted for advancing, would be great for fog of war. I certainly didn’t pay much attention to my left or right when I was doing a turn. I should have, but I didn’t.

Now, if you could have one camera per player, each with a Zoom window open…


About Russ Lockwood

Russ Lockwood is most famous for creating MagWeb.com a former on line site which provided miniature gamers with an enormous information data base of magazines and e-books. In addition to his web achievements Lookwood is now pursuing writing and designing both books and game systems. Other titles include Snappy Nappy. Contributions to various magazines such as MWAN and Historical Miniature Gamer.

You can contact Russ at rlockwood1@chrisparkergames.com

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Chris Parker Peeps In

I must admit that when I set up and ran these two games for the Virtual Convention I relied on my Allied O.O.B. from my memory of 2 years ago when I ran it at a few conventions.  I pretty much got it all wrong this time.  The forces involved were…

        3rd Corps

  • 4th Armored Division
  • 80th infantry division
  • 26th Infantry Division.

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