Skip to toolbar
US Marines at Saipan

US Marines at Saipan

Supported by (Turn Off)

Project Blog by oriskany Cult of Games Member

Recommendations: 12599

About the Project

Lately, I've been running war games every weekend with members of the community via web conference. Players log on and play wargames with each other in real time, regardless of location, and we usually have at least a couple spectators as well. Many times it’s been Darkstar, but we’re also running wargames in Panzer Leader, Arab-Israeli Wars, and now Valor & Victory.

BoW/OTT community members @brucelea, @damon, @davehawes, and @rasmus have taken the plunge, leading battalions across thousands of meters of desert, starfleets in pitched battles across the heavens, or vicious firefights in the jungles of Vietnam, all without leaving the comfort of their home.

Hard-core, old-school command-tactical wargames can now be run (complete with spectators and recordings) in real time, with BOTH PLAYERS moving pieces across THE SAME virtual game board, thus maintaining player agency, speedy and instant results (no play by e-mail), interwoven turn sequences, any questions / feedback instantly received and addressed, and with the game being virtually recorded as it goes, a ready-made battle report can actually be created as we go.

All of this without the players having to install any new software on their computer, on any platform (PC or Mac). All that's needed is to agree on a time, a handful of dice, and a bellyful of courage!

Every weekend can now be a boot camp! All without costing me thousands of dollars in airfare, too!

This Project is Active

Sitrep Twitch Live Steam, 8PM UK Time

Tutoring 4
Skill 4
Idea 4
No Comments

Good afternoon, everyone!

The Sitrep Podcast Channel is hosting another live stream on twitch this afternoon.

Time:  8PM UK Time / 3PM East US Time

Game: AirWar C21 (Wessex Games)

Setting: Falklands War 1982

Scenario: Argentinian bombing attempt on British warships conducting shore bombardment on Port Stanley Airport.   Mirage III EAs escorting A-4 Skyhawks on attack run, intercepted by FRS1 Sea Harriers in Combat Air Patrol and air defense systems of HMS Glamorgan and HMS Alacrity.

Check us out on Twitch and see how we do!

Sitrep Podcast Twitch Channel

We hope to see some of you there!

Sitrep Twitch Live Steam, 8PM UK Time

Naval Command: Falkands Game Report!

Tutoring 5
Skill 5
Idea 5
No Comments

This weekend my friend @elessar2590 and I took our first swing at a new game in a new genre: Modern naval combat.  Well, virtually a new genre for me, at least, I remember playing Harpoon back in the 1980s and early 1990s but haven’t really looked at modern naval operations in wargaming since then.

But Sunday we tried “Naval Command” – specifically for a scenario in the 1982 Falklands conflict.

Sitrep followers will certainly know that we’ve been running a lot of Falklands content lately, in support of our ongoing Ops Center video series on the topic.  I started looking at Naval Command as a system that could quickly and easily give us a look at the overall naval, maritime, and littoral operations involved with the British landings on the Falklands.  Harpoon is probably the “gold standard” for this kind of thing, but it’s also a very detail-intense and heavy-investment game from a research, prep, and paperwork perspective.

Accordingly, Sunday’s game was sort of a “live playtest” for the system, available for viewing in its 5-hour entirety on the Sitrep Twitch Channel.  But here are the highlights of the battle report.

So here was our title slide for the stream.  Was the game system good?  I … THINK so.  We’ve only had one live game so far so I can’t say too much right now.  I think the BOOK needs a “come-to-Jesus” moment with a hard-eyed copy editor and data-checker, but the concepts presented, turn sequence, level of detail, and scope of study are great.  It’s not too much, not too little.  In addition to what we explore in this particular game, Naval Command addresses aspects like submarines, sonar, airborne sonar (dipped, sonobuoys), landing operations, anti-piracy operations, rules of engagement in areas not in declared warzones, etc.  So I THINK I can recommend the game, but honestly need a few more tried to be 100% sure.  We definitely had some fun (and admittedly, some difficulties) with this one, though. So here was our title slide for the stream. Was the game system good? I … THINK so. We’ve only had one live game so far so I can’t say too much right now. I think the BOOK needs a “come-to-Jesus” moment with a hard-eyed copy editor and data-checker, but the concepts presented, turn sequence, level of detail, and scope of study are great. It’s not too much, not too little. In addition to what we explore in this particular game, Naval Command addresses aspects like submarines, sonar, airborne sonar (dipped, sonobuoys), landing operations, anti-piracy operations, rules of engagement in areas not in declared warzones, etc. So I THINK I can recommend the game, but honestly need a few more tried to be 100% sure. We definitely had some fun (and admittedly, some difficulties) with this one, though.
So here are the forces on a partial map.  Right off the bat, some viewers are going to see a major curiosity here … why is the Argentinian Navy even on the table?  At least their surface fleet was withdrawn to port after the sinking of the light cruiser ARA General Belgrano.  Well, again … this is a playtest game, and we wanted to test warships against each other.  So we’re trying out a little alternate history here, postulating what initial British landings at San Carlos would have looked like had the Argentinian Navy actually had some surface ships making a stand at the Falklands.  The British force is two basic task forces, a landing force (LPDs HMS Fearless and Intrepid) and their escorts, and a carrier support force (CV HMS Hermes and her two Type 42 escorting destroyers).  The Argentinians have a small force of destroyers, two Drummond-class corvettes, a squadron of “Pucara” counter-insurgency aircraft at Port Stanley Airport (unable to operate larger craft in the wake of Blackbuck bombing missions and follow up strikes on the airport.  MOST IMPORTANTLY for the Argentinians, they have air strikes that SOMETIMES come in from the Argentinian mainland, per d6 rolls on the small mini-table on the left.  If any aircraft do arrive, they have no “fuel” tracker, they are assumed to already be at the turn-around point after flying 400 nautical miles from the Argentinian mainland.  They get one attack phase on the table and then must leave.  Next turn the Argentinians can roll for new aircraft.  So here are the forces on a partial map. Right off the bat, some viewers are going to see a major curiosity here … why is the Argentinian Navy even on the table? At least their surface fleet was withdrawn to port after the sinking of the light cruiser ARA General Belgrano. Well, again … this is a playtest game, and we wanted to test warships against each other. So we’re trying out a little alternate history here, postulating what initial British landings at San Carlos would have looked like had the Argentinian Navy actually had some surface ships making a stand at the Falklands. The British force is two basic task forces, a landing force (LPDs HMS Fearless and Intrepid) and their escorts, and a carrier support force (CV HMS Hermes and her two Type 42 escorting destroyers). The Argentinians have a small force of destroyers, two Drummond-class corvettes, a squadron of “Pucara” counter-insurgency aircraft at Port Stanley Airport (unable to operate larger craft in the wake of Blackbuck bombing missions and follow up strikes on the airport. MOST IMPORTANTLY for the Argentinians, they have air strikes that SOMETIMES come in from the Argentinian mainland, per d6 rolls on the small mini-table on the left. If any aircraft do arrive, they have no “fuel” tracker, they are assumed to already be at the turn-around point after flying 400 nautical miles from the Argentinian mainland. They get one attack phase on the table and then must leave. Next turn the Argentinians can roll for new aircraft.
Here are the objectives.  Historically the British made two landings at the San Carlos inlet, as we show here.  Also, at least one surface warship must end the game at the southern target marker, to reflect the historical mission of probing Falkland Sound to see if it was mined and safe for British naval, littoral, and maritime surface traffic.Here are the objectives. Historically the British made two landings at the San Carlos inlet, as we show here. Also, at least one surface warship must end the game at the southern target marker, to reflect the historical mission of probing Falkland Sound to see if it was mined and safe for British naval, littoral, and maritime surface traffic.
The end of movement on Turn 01.  Notice that the Argentinian warships are under “blind” markers numbered 1-15.  There are only six Argentinian warships on the table, which means nine of these are false.  Elessar2590, as the British player, has to launch Sea King AEW helos and use his Nimrod AEW search aircraft to fix and identify these potential targets, filtering out the false signals and locking down the true targets, then engaging with surface warships or aircraft from HMS Hermes. The Argentinian player (me) must also “detect” British warships or LPDs before they are eligible to be attacked.  Detection is EVERYTHING in modern naval warfare, the ranges of modern missiles and the lethality of modern payloads are such that everything hits, everything kills, everything dies … the only real protection you have is electronic warfare and keeping yourself hidden while fixing the enemy first.  This means, in a word … HELICOPTERS.  Given the scale of modern naval warfare engagement ranges (up to 600NM) and the speed of ships (30+ knots), the only way for a warship to conduct any kind of meaningful search is AEW-equipped helos (AEW = Airborne Early Warning).The end of movement on Turn 01. Notice that the Argentinian warships are under “blind” markers numbered 1-15. There are only six Argentinian warships on the table, which means nine of these are false. Elessar2590, as the British player, has to launch Sea King AEW helos and use his Nimrod AEW search aircraft to fix and identify these potential targets, filtering out the false signals and locking down the true targets, then engaging with surface warships or aircraft from HMS Hermes. The Argentinian player (me) must also “detect” British warships or LPDs before they are eligible to be attacked. Detection is EVERYTHING in modern naval warfare, the ranges of modern missiles and the lethality of modern payloads are such that everything hits, everything kills, everything dies … the only real protection you have is electronic warfare and keeping yourself hidden while fixing the enemy first. This means, in a word … HELICOPTERS. Given the scale of modern naval warfare engagement ranges (up to 600NM) and the speed of ships (30+ knots), the only way for a warship to conduct any kind of meaningful search is AEW-equipped helos (AEW = Airborne Early Warning).
Just to have a bit of fun, those nine “false” Argentinian ship positions, when their signals are detected by Elessar’s AEW / search assets and revealed, have funny little “Easter Eggs” beneath them that show what he has in fact found … instead of any of my Argentinian destroyers or corvettes.  :D  Here’s hoping for lots of “Sexy Mermaids.”Just to have a bit of fun, those nine “false” Argentinian ship positions, when their signals are detected by Elessar’s AEW / search assets and revealed, have funny little “Easter Eggs” beneath them that show what he has in fact found … instead of any of my Argentinian destroyers or corvettes. :D Here’s hoping for lots of “Sexy Mermaids.”
So this game loses NO time in getting started.  After our initiative, detection, and navigation phases, the Argentinian attack phase begins with a “6” on that aircraft arrival chart.  Rolled on camera, and yes, it’s the best possible roll.  I’ll never get an opportunity like this again, so I go for broke.  The four “Super Entendard” naval strike craft and four A-4Q “Skyhawk” carrier fighter-bombers streak in, dip way south over East Falkland Island, and turn north over the Port Stanley Airport at lower right.  This circuitous route is to stay more than 24” away from the three Sea Harriers Elessar launched from the deck of HMS Hermes (CAP interception range).  I also launch four Pucara COIN aircraft from Port Stanley and put all twelve aircraft on a do-or-die strike on HMS Hermes.  Again, I’ll never get another chance like this, not only does Elessar not really have a lot of Harriers launched yet, but almost no one has their active sensors switched on (a conscious choice to remain hidden as long as possible).  While this would normally help Hermes stay hidden, it h ow hampers her air defense systems.  GOOD NEWS FIRST – the four Super Entendards launch their four AS-39 “Exocent” antiship missiles.  Note they launch from more than 24” inches away from the Harriers (Exocets have an 80” range). One fails to lock on and splashes.  Two are shot down, one by HMS Hermes and one by HMS Sheffield.  The fourth one hits, but I only roll a “2” on 1d10+3 damage, resulting in 5 total, not enough to cause significant damage to HMS Hermes.  She can still make full steam, has full weapons and sensors, and more importantly, operate a full flight deck.So this game loses NO time in getting started. After our initiative, detection, and navigation phases, the Argentinian attack phase begins with a “6” on that aircraft arrival chart. Rolled on camera, and yes, it’s the best possible roll. I’ll never get an opportunity like this again, so I go for broke. The four “Super Entendard” naval strike craft and four A-4Q “Skyhawk” carrier fighter-bombers streak in, dip way south over East Falkland Island, and turn north over the Port Stanley Airport at lower right. This circuitous route is to stay more than 24” away from the three Sea Harriers Elessar launched from the deck of HMS Hermes (CAP interception range). I also launch four Pucara COIN aircraft from Port Stanley and put all twelve aircraft on a do-or-die strike on HMS Hermes. Again, I’ll never get another chance like this, not only does Elessar not really have a lot of Harriers launched yet, but almost no one has their active sensors switched on (a conscious choice to remain hidden as long as possible). While this would normally help Hermes stay hidden, it h ow hampers her air defense systems. GOOD NEWS FIRST – the four Super Entendards launch their four AS-39 “Exocent” antiship missiles. Note they launch from more than 24” inches away from the Harriers (Exocets have an 80” range). One fails to lock on and splashes. Two are shot down, one by HMS Hermes and one by HMS Sheffield. The fourth one hits, but I only roll a “2” on 1d10+3 damage, resulting in 5 total, not enough to cause significant damage to HMS Hermes. She can still make full steam, has full weapons and sensors, and more importantly, operate a full flight deck.
Zooming in, however, we can see where the Hermes’ luck runs out later that same attack phase.  The escorting Skyhawks go in for a bombing run.  They are intercepted by the Harriers (the Skyhawks can’t avoid this, bombing range is 0”).  The Harriers win the dogfight, fending off the Skyhawks and shooting one of them down.  But this means that there’s no one to stop the Pucara counterinsurgency aircraft.  The Hermes, Sheffield, and Coventry all get an air defense roll, which is now -1 because this is their second air defense roll (first was shooting down those Exocets).  One Pucara is shot down but three more get through, and all three hit with bombs.  Two bombs don’t do enough damage to register (each ship has a “light damage” and a “heavy damage” threshold) – but the third bomb rolls a 10, +4 = 14, easily enough to cause a HEAVY DAMAGE counter on the Hermes.  BOOM.  Hermes isn’t sunk, but she’s definitely  got major issues including half speed, and NO FLIGHT DECK.  She can’t even recover the Harriers and Sea Knight helos she’s already launched. Zooming in, however, we can see where the Hermes’ luck runs out later that same attack phase. The escorting Skyhawks go in for a bombing run. They are intercepted by the Harriers (the Skyhawks can’t avoid this, bombing range is 0”). The Harriers win the dogfight, fending off the Skyhawks and shooting one of them down. But this means that there’s no one to stop the Pucara counterinsurgency aircraft. The Hermes, Sheffield, and Coventry all get an air defense roll, which is now -1 because this is their second air defense roll (first was shooting down those Exocets). One Pucara is shot down but three more get through, and all three hit with bombs. Two bombs don’t do enough damage to register (each ship has a “light damage” and a “heavy damage” threshold) – but the third bomb rolls a 10, +4 = 14, easily enough to cause a HEAVY DAMAGE counter on the Hermes. BOOM. Hermes isn’t sunk, but she’s definitely got major issues including half speed, and NO FLIGHT DECK. She can’t even recover the Harriers and Sea Knight helos she’s already launched.
By the end of Turn 3, another major battle has erupted near the opening  of Falkland Sound (generally speaking, the channel of water between East and West Falkland Islands).  Here, Argentinian destroyers (one Allen M. Sumner Class, one Gearing Class, two Type 42 Class) actually engage in SURFACE combat against destroyer HMS Glamorgan, and frigates HMS Broadsword and Alacrity.  I honestly wasn’t expecting this, but oddly both sides are more or less devoid of aircraft right now.  The Argentinians rolls a 1 and a 2 on the next two aircraft arrival checks.  The Hermes is burning, and the Harriers that are airborne are protecting her and were launched with an interception mission package anyway.  The first Pucara element (3 survivors) have landed at Port Stanley on Turn 2.  Turn 3 sees the other four Pucaras launched (Port Stanley can only launch / recover four aircraft a turn) but the Harriers and HMS Coventry make short work of them.  This means that here, we have, almost unbelievably, a SURFACE GUNNERY duel in 1982 between British and Argentinian destroyers and frigates (4.5” guns, 5” guns, and guided torpedoes).  The one exception are the Lynx helos launched from Alacrity, Broadsword, Glamorgan, and the approaching Sheffield, carrying “Sea Skua” short range missiles.  The Argentinian destroyer Hercules is something of a hero ship here, shooting down one of the helos, other missiles, and outright SINKING frigate HMS Alacrity.  But the British are of course responding, especially HMS Broadsword, and they quickly cripple many of the Argentinian warships.  Note that once a ship has a single “Heavy Hit” counter on it, it can no longer use any primary weapons.  So Elessar’s objective here is to put at least one Heavy Hit on all my destroyers, while maintaining at least one of his ships without one.  That’s going to be the winner here, and what determines whether HMS Fearless and Intrepid get into Falkland Sound and San Carlos Water.By the end of Turn 3, another major battle has erupted near the opening of Falkland Sound (generally speaking, the channel of water between East and West Falkland Islands). Here, Argentinian destroyers (one Allen M. Sumner Class, one Gearing Class, two Type 42 Class) actually engage in SURFACE combat against destroyer HMS Glamorgan, and frigates HMS Broadsword and Alacrity. I honestly wasn’t expecting this, but oddly both sides are more or less devoid of aircraft right now. The Argentinians rolls a 1 and a 2 on the next two aircraft arrival checks. The Hermes is burning, and the Harriers that are airborne are protecting her and were launched with an interception mission package anyway. The first Pucara element (3 survivors) have landed at Port Stanley on Turn 2. Turn 3 sees the other four Pucaras launched (Port Stanley can only launch / recover four aircraft a turn) but the Harriers and HMS Coventry make short work of them. This means that here, we have, almost unbelievably, a SURFACE GUNNERY duel in 1982 between British and Argentinian destroyers and frigates (4.5” guns, 5” guns, and guided torpedoes). The one exception are the Lynx helos launched from Alacrity, Broadsword, Glamorgan, and the approaching Sheffield, carrying “Sea Skua” short range missiles. The Argentinian destroyer Hercules is something of a hero ship here, shooting down one of the helos, other missiles, and outright SINKING frigate HMS Alacrity. But the British are of course responding, especially HMS Broadsword, and they quickly cripple many of the Argentinian warships. Note that once a ship has a single “Heavy Hit” counter on it, it can no longer use any primary weapons. So Elessar’s objective here is to put at least one Heavy Hit on all my destroyers, while maintaining at least one of his ships without one. That’s going to be the winner here, and what determines whether HMS Fearless and Intrepid get into Falkland Sound and San Carlos Water.
Pretty sure that I will lose that destroyer battle to the west, I send in my two corvettes on a mad attempt to win a moral victory by putting just one more “Heavy Hit” (or two “Light Hits”) on the damaged HMS Hermes.  It’s probably going to cost me both ships in the end, but I do get two more Light Hits, and Hermes fails both damage control checks (you can make damage control checks on light damage but not heavy damage).  Hermes is an irrecoverable wreck and will probably be scuttled in the coming hours or days, if she’s not sinking already.  One more flight of four Mirages arrives on Turn 4, I decide on two fighters and two strike loads.  The two strike loads are shot down long before they reach the HMS Fearless, and the fighters don’t want to tangle with three Harriers (even if the Harriers will have to pull out this turn due to fuel to make it back to emergency landings on HMS Invincible somewhere).    Pretty sure that I will lose that destroyer battle to the west, I send in my two corvettes on a mad attempt to win a moral victory by putting just one more “Heavy Hit” (or two “Light Hits”) on the damaged HMS Hermes. It’s probably going to cost me both ships in the end, but I do get two more Light Hits, and Hermes fails both damage control checks (you can make damage control checks on light damage but not heavy damage). Hermes is an irrecoverable wreck and will probably be scuttled in the coming hours or days, if she’s not sinking already. One more flight of four Mirages arrives on Turn 4, I decide on two fighters and two strike loads. The two strike loads are shot down long before they reach the HMS Fearless, and the fighters don’t want to tangle with three Harriers (even if the Harriers will have to pull out this turn due to fuel to make it back to emergency landings on HMS Invincible somewhere).
Sure enough, HMS Broadsword puts more damage into the old American WW2 Sumner-class destroyer ARA Comodoro Segui (my last destroyer) and finally leaves her crippled without guns.  While no Argentinian ships actually sink (at least not yet), all four destroyers are now bereft of main armament and basically helpless before HMS Broadsword and even worse, HMS Sheffield right behind.  This leaves the channel open for HMS Fearless and Intrepid to raise steam for flank speed into the channel, launching Wessex transport birds to carry SAS teams to the high ground overlooking the landing zones.  The objective hexes are all reached, with HMS Broadsword confirming that Falkland Sound is NOT mined and HMS Sheffield north mouth of the south in case the Argentinians send in more warships or (more likely) aircraft.  This was Sheffield’s role more or less historically, and air defense picket ship engaging Argentinian aircraft and missiles from a standoff range from more vulnerable assets of the task force.    Sure enough, HMS Broadsword puts more damage into the old American WW2 Sumner-class destroyer ARA Comodoro Segui (my last destroyer) and finally leaves her crippled without guns. While no Argentinian ships actually sink (at least not yet), all four destroyers are now bereft of main armament and basically helpless before HMS Broadsword and even worse, HMS Sheffield right behind. This leaves the channel open for HMS Fearless and Intrepid to raise steam for flank speed into the channel, launching Wessex transport birds to carry SAS teams to the high ground overlooking the landing zones. The objective hexes are all reached, with HMS Broadsword confirming that Falkland Sound is NOT mined and HMS Sheffield north mouth of the south in case the Argentinians send in more warships or (more likely) aircraft. This was Sheffield’s role more or less historically, and air defense picket ship engaging Argentinian aircraft and missiles from a standoff range from more vulnerable assets of the task force.

So how did the game play out overall?  The game was definitely an Argentinian win, but with some serious apologies and caveats.  The Argentinians won because the British managed to make all the historical objectives (landing HMS Intrepid and Fearless at San Carlos, complete with Wessex transport birds dropping SAS on the high ground overlooking the landing zones for Royal Marines and Paras).  British losses in San Carlos were a basically a frigate, which almost matches historically (in our game the British lost HMS Alacrity, historically it was her sistership HMS Ardent).  The big difference was the loss of HMS Hermes, which obviously did NOT happen historically.

So here are the apologies and caveats.

One, this was totally an “alternate history” game where the Argentinian Navy mounted any kind of a stand at the Falklands.  Historically, their surface fleet was withdrawn to port after the loss of ARA General Belgrano (2 May 1982).  Just in putting ships like Santissima Trinidad and Hercules on the table, or really any Argentinian warships at all, is a massive break from the historical situation and a big “upgrade” to the Argentinian Navy’s performance in the war.

Two, HMS Hermes never really should have been this close to the combat zone.  Carriers by definition stay hundreds of miles away from the enemy, launching aircraft.  Harriers in this system have a 300” combat radius, meaning that HMS Hermes really should have been 200” further northeast, clearly off the table.

Three, even if HMS Hermes decided for whatever mad reason to come anywhere near this close to the actual Falklands, she would have had some aircraft already up, in a CAP role if nothing else.  I should have stipulated that @elessar2590 could have started with some aircraft already airborne.  This way, even if Hermes’ flight deck was devastated on Turn 1 as we’ve seen above, we would still have more Harriers available (at least as long as fuel allowed) to wreak devastating response on the Argentinian fleet.  Although let’s be clear, with 8-10 Harriers up instead of 3, there’s just no way those Super Etendards or Pucaras land those hits.

Four, the Argentinians just got damned lucky.  On camera I rolled that first “6” for the Argentinian aircraft arriving from the mainland, and then rolled 7s, 8, and 9s for damage (except that first Exocet).  We mixed up the rules a couple of times and so ran the resolution several times until we got it right, the Hermes would up with two “Heavy Damage” counters every time.  The old girl just could not catch a break.

So thanks very much to @elessar2590 for being a great sport, and helping out in our “guinea pig” experiment.  😀

LIVE STREAM AT 8PM EASTERN US – BUILDING ARMIES IN PHOTOSHOP

Tutoring 7
Skill 8
Idea 9
No Comments

Visit our Sitrep Twitch Channel to  check out our live streams, or catch up on hobby, battle reports, painting, and other great content!

UPDATE TO POST:

These are the two counters we created in the live stream.  Many more to come!  I still need to do:

  • British Para Commandos (full and half squads)
  • Leaders for Marines, Paras, (12 counters in all)
  • British Support Weapons
  • Argentinian Conscripts (full and half squads)
  • Argentinian Officers (6 counters)
  • Argentinian Support Weapons
  • About 32-36 counters in all.
LIVE STREAM AT 8PM EASTERN US – BUILDING ARMIES IN PHOTOSHOP
LIVE STREAM AT 8PM EASTERN US – BUILDING ARMIES IN PHOTOSHOP

Falklands Live Game - 9PM UK time, 4PM US Eastern Time

Tutoring 8
Skill 8
Idea 8
No Comments

Okay, the stage is set for our first play-test of Naval Command by Rory Crabb.  I’ll be playing live against @elessar2590 tonight at 4PM US Eastern Time, 9PM UK time.  If all goes well, the game will be streamed live on the Sitrep Podcast Twitch channel as well, so swing  by and check us out!  See if the British can repeat their success, or if the Argentinians will repel (or at least critically damage) the initial British landings on the Falklands!

Sitrep Twitch Channel

Our 6' x 4' (72 x 48 nautical miles) table for NAVAL COMMAND system.  The British are trying to get the LPD assault ships HMS Fearless and HMS Intrepid into the San Carlos Channel off of Falkland Sound, where the initial historical landings took place.  Argentinians have Pucara strike aircraft based on the damaged Port Stanley airport, lots more aircraft on their distant mainland bases almost 400 nm to the west.  We're also giving the Argentinians a little buff here, putting a few ships in these waters when historically they had been withdrawn to port after the sinking of ARA Belgrano (2 May, 1982).Our 6' x 4' (72 x 48 nautical miles) table for NAVAL COMMAND system. The British are trying to get the LPD assault ships HMS Fearless and HMS Intrepid into the San Carlos Channel off of Falkland Sound, where the initial historical landings took place. Argentinians have Pucara strike aircraft based on the damaged Port Stanley airport, lots more aircraft on their distant mainland bases almost 400 nm to the west. We're also giving the Argentinians a little buff here, putting a few ships in these waters when historically they had been withdrawn to port after the sinking of ARA Belgrano (2 May, 1982).

Open invite to community - WARGAMING THIS WEEKEND

Tutoring 8
Skill 7
Idea 8
No Comments

Good afternoon, everyone ~

After an amazing weekend at the Fort Lauderdale Air Show, I am back and it’s time to start planning for another weekend of gaming.

If anyone wants to play in any of the wargames listed below, please send a PM to let me know what game, what day and time, and which faction you’d prefer, as soon as you can so I can start building the scenario.

All you need is an internet connection.  No software download required, it’s just a web conference.  You can either play or just hang out in the web conference, chat, and watch if you’re interested.  I just send you the link if ping me with a PM.

Options (Saturday or Sunday 1700 GMT): 

  • Darkstar (please let me know what faction you’d prefer)
  • Valor & Victory (VWW1, WW2, Vietnam, Lebanon, or even Falklands if I can get some counters and maps put together)
  • Arab-Israeli Wars (1956, 67, 73, or 82 Lebanon)
  • Tactical Combat Middle East (Panzer Leader in 1991)
  • Panzer Leader WW2 as always.  😀
  • AirWar C21 for the Falklands, 1982.
  • First test of NAVAL COMMAND for Falklands, 1982?
  • Again, IF INTERESTED – either in playing or in spectating, please let me know.

I would like to keep SUNDAY something MODERN-THEMED (Falklands Naval Command, Falklands AirWar C21, Falklands Valor & Victory, Arab-Israeli Wars, Gulf War, etc).  We will probably  be streaming this Sunday Modern game live on Twitch a well.

First come first serve, and I need time to build the scenarios.

I’ll send another e-mail later this week to confirm and send the link.  😀

Hope to see some of you there!  Either way, have a great weekend!

JIM

ANZACs in Vietnam - Elessar vs. Oriskany

Tutoring 8
Skill 8
Idea 8
No Comments

As part of our ongoing weekly web wargames, Sitrep content for modern warfare, and our small way of observing the recent ANZAC Day, @elessar2590 and I streamed another great game of Valor & Victory: Vietnam.  The game pitted Elessar’s Australian infantry (“A” Coy, 7th RAR, 1st ATF) against elements of a VC / NLF main force battalion, Phuoc Tuy Province, summer 1968.

The game is available on our Sitrep Twitch Channel in its entirety (about a 3-hour game).  In addition to the “modern-era” house rules for helicopters, casualties, POWs, and civilians, I also rolled out new experimental rules for obscured movement for the Viet Cong.  Basically, all VC units are “masked” until they are spotted, either by moving adjacent to Australian units, Australian units moving adjacent to them, firing on Australian units, or just being in an open hex in Australian line of sight.

Let’s see how the new rules work out!

So here’s the general background.  The Australian forces in Vietnam were mostly part of the 1st Australian Task Force, or ATF, which operated almost entirely in the Phuoc Tuy prince, southeast of Saigon.  What we see here in the summer of 1968 is the aftermath of the Tet Offensive of January-February, where NLF and NVA / PAVN forces hit he Americans at Bien Hoa (upper left) very, very hard.  This was a MAJOR battle of the Tet Offensive, as Bien Hoa and Long Binh were the HQ of II Corps.  The Americans won that battle, but as Vietnamese forces tried to withdraw from the fighting, they ran across Australian blocking forces that forces some very brutal battles.  Imagine a wounded animal trying to fight its way out of a trap or out of a corner.  Faced with certain extinction, the NLF VC hit the Australians very, very  hard here in desperate efforts to force an escape route.  The Australians ensured very few made it.  In today’s game we see some of the mopping up of these spring actions, with Australian airmobile companies moving into to former VC base areas to clear last embers of post-Tet resistance.So here’s the general background. The Australian forces in Vietnam were mostly part of the 1st Australian Task Force, or ATF, which operated almost entirely in the Phuoc Tuy prince, southeast of Saigon. What we see here in the summer of 1968 is the aftermath of the Tet Offensive of January-February, where NLF and NVA / PAVN forces hit he Americans at Bien Hoa (upper left) very, very hard. This was a MAJOR battle of the Tet Offensive, as Bien Hoa and Long Binh were the HQ of II Corps. The Americans won that battle, but as Vietnamese forces tried to withdraw from the fighting, they ran across Australian blocking forces that forces some very brutal battles. Imagine a wounded animal trying to fight its way out of a trap or out of a corner. Faced with certain extinction, the NLF VC hit the Australians very, very hard here in desperate efforts to force an escape route. The Australians ensured very few made it. In today’s game we see some of the mopping up of these spring actions, with Australian airmobile companies moving into to former VC base areas to clear last embers of post-Tet resistance.
The map for today’s game.  Elessar2590 is charged with taking as many of these objective hexes as he can (marked with yellow targeting symbols).  Three are the usual crossroads and villages. Two more are designated LZs that battalion has earmarked for the next phase of this sweep and clear, LZ Zulu to the west and LZ Whiskey to the east.  My forces set up anywhere they want on the map, ALL MASKED.  Commanding a reinforced heliborne platoon, Elessar can enter the map from any side he chooses.  He has six turns to get the job done.  Now he WILL win the battle, Free World firepower and mobility and off-board assets (battalion 81mm mortars and even helo gunships) just make this a no-brainer.  But will he win the GAME?  I get a lot more victory points for every Australian casualty.  I also have civilians I can hide behind, I start off masked, I get booby traps, and Elessar will never know exactly where I am until he actually hits me (and I have taken the first swing with opportunity fire).  He also has to evacuate casualties, if I “capture” any of his casualties that is very, VERY bad news (and many more victory points for the VC).  We’re really going for a Vietnam “sweep and clear” vibe here.   The map for today’s game. Elessar2590 is charged with taking as many of these objective hexes as he can (marked with yellow targeting symbols). Three are the usual crossroads and villages. Two more are designated LZs that battalion has earmarked for the next phase of this sweep and clear, LZ Zulu to the west and LZ Whiskey to the east. My forces set up anywhere they want on the map, ALL MASKED. Commanding a reinforced heliborne platoon, Elessar can enter the map from any side he chooses. He has six turns to get the job done. Now he WILL win the battle, Free World firepower and mobility and off-board assets (battalion 81mm mortars and even helo gunships) just make this a no-brainer. But will he win the GAME? I get a lot more victory points for every Australian casualty. I also have civilians I can hide behind, I start off masked, I get booby traps, and Elessar will never know exactly where I am until he actually hits me (and I have taken the first swing with opportunity fire). He also has to evacuate casualties, if I “capture” any of his casualties that is very, VERY bad news (and many more victory points for the VC). We’re really going for a Vietnam “sweep and clear” vibe here.
Australian forces.  We have Lt. Evans commanding the force (a reinforced platoon), with two senior sergeants (Wheatley and Badcoe) leading the two major sections.  6-5-3 are four-man fireteams.  12-5-6 are full eight-man squads.  Two two-man medic teams are ready to evacuate casualties.  Support weapons include an M72 LAW, additional M60 GPMGs (in addition to those already “baked” into the fireteams), and M79 Blooper 40mm break-open grenade launchers.  Five 81mm mortar fire missions are available from battalion, and two UH-1H gunships are available for fire support, emergency transport, and even spotting missions if required.Australian forces. We have Lt. Evans commanding the force (a reinforced platoon), with two senior sergeants (Wheatley and Badcoe) leading the two major sections. 6-5-3 are four-man fireteams. 12-5-6 are full eight-man squads. Two two-man medic teams are ready to evacuate casualties. Support weapons include an M72 LAW, additional M60 GPMGs (in addition to those already “baked” into the fireteams), and M79 Blooper 40mm break-open grenade launchers. Five 81mm mortar fire missions are available from battalion, and two UH-1H gunships are available for fire support, emergency transport, and even spotting missions if required.
The NLF / Viet Cong force, naturally, is larger but of poorer quality.  Note the lower combat values on the counters and far fewer support weapons.  Secondly, I have no off-board artillery or (of course) helicopters.  Again, however, booby traps are all over this map.  Any time Elessar moves an infantry unit, he has to make a roll to avoid hitting one.  Also, there are civilians, which will hamper his movement and fire but not mine.  Finally, all my units are MASKED, and some of those masked units will be the “Empty Jungle” dummy counters along the bottom.  Essentially this adds a fog of war element to the game, at least for the Australians.  I always know where his units, he never knows for sure which masked counters are “real” and which are dummies, until I open fire and hopefully knock down that poor bastard on point. The NLF / Viet Cong force, naturally, is larger but of poorer quality. Note the lower combat values on the counters and far fewer support weapons. Secondly, I have no off-board artillery or (of course) helicopters. Again, however, booby traps are all over this map. Any time Elessar moves an infantry unit, he has to make a roll to avoid hitting one. Also, there are civilians, which will hamper his movement and fire but not mine. Finally, all my units are MASKED, and some of those masked units will be the “Empty Jungle” dummy counters along the bottom. Essentially this adds a fog of war element to the game, at least for the Australians. I always know where his units, he never knows for sure which masked counters are “real” and which are dummies, until I open fire and hopefully knock down that poor bastard on point.
Okay, so here he comes.  Sgt Badcoe leads his section on from the south, heading for that first hooch.   There are three masked counters in that first hooch hex.  Two are dummies.  Elessar would love to assault the hex, but he can’t because CIVILIANS have moved in there (neither side really controls the civilians, they move almost like zombies in The Walking Dead).  So I take free point-black opp fire on him from my hooch.  THEN I get to shoot at him again in my turn.  All the while, Badcoe’s section HAS TOHOLD THEIR FIRE because of those civilians.  Elessar also sends in Sgt Wheatley’s section to the  northeast, assaulting a hooch only to find there are only EMPTY JUNGLE counters in the hex.  “I swear, Sarge, I could’ve SWORN I saw something move in there!”  A wasted assault, and a sobering reminder that you never really know where the VC is.  In the center (from the southeast), we have Evans and his command section, supported by two Huey gunships.  I decide to reveal two of my positions here by opening fire on one of the helos, and I come DAMNED CLOSE to knocking one of them down.  Literally one more point of damage would have done it.  Smoking and shaking, the pilot veers off for now, probably dealing with wounded crew or a fire aboard his bird.Okay, so here he comes. Sgt Badcoe leads his section on from the south, heading for that first hooch. There are three masked counters in that first hooch hex. Two are dummies. Elessar would love to assault the hex, but he can’t because CIVILIANS have moved in there (neither side really controls the civilians, they move almost like zombies in The Walking Dead). So I take free point-black opp fire on him from my hooch. THEN I get to shoot at him again in my turn. All the while, Badcoe’s section HAS TOHOLD THEIR FIRE because of those civilians. Elessar also sends in Sgt Wheatley’s section to the northeast, assaulting a hooch only to find there are only EMPTY JUNGLE counters in the hex. “I swear, Sarge, I could’ve SWORN I saw something move in there!” A wasted assault, and a sobering reminder that you never really know where the VC is. In the center (from the southeast), we have Evans and his command section, supported by two Huey gunships. I decide to reveal two of my positions here by opening fire on one of the helos, and I come DAMNED CLOSE to knocking one of them down. Literally one more point of damage would have done it. Smoking and shaking, the pilot veers off for now, probably dealing with wounded crew or a fire aboard his bird.
Once the helo recovers, however, it releases its frontal MGs, door MGs, and wing-mounted rocket pods.  The other helo, also fires its machine guns, but reserves its rockets for now.  Good call, because the firepower of these two birds is enough to all but wipe out Lt. Tiu’s 12-man section (full squad plus PKM machine gun section).  But who is that to the north?  Are those “real” VC units?Once the helo recovers, however, it releases its frontal MGs, door MGs, and wing-mounted rocket pods. The other helo, also fires its machine guns, but reserves its rockets for now. Good call, because the firepower of these two birds is enough to all but wipe out Lt. Tiu’s 12-man section (full squad plus PKM machine gun section). But who is that to the north? Are those “real” VC units?
Let’s find out, shall we?  Lt. Evans rushes up with his four-man fire team (carrying the LAW).  Now if he wants to assault this hex, he has to declare it before I reveal what these counters are.  Turns out ONE counter is a dummy, the other is real.  The opp fire pins Evans, and the VC and Australian team basically destroy each other in the assault that follows.  When Evans rallies, he will move up to the assault hex and evac the casualty.  Let’s find out, shall we? Lt. Evans rushes up with his four-man fire team (carrying the LAW). Now if he wants to assault this hex, he has to declare it before I reveal what these counters are. Turns out ONE counter is a dummy, the other is real. The opp fire pins Evans, and the VC and Australian team basically destroy each other in the assault that follows. When Evans rallies, he will move up to the assault hex and evac the casualty.
With more VC positions spotted and fixed (at some aggravation and delay), the Australians call in battalion mortar support.  Two of the missions hit on target, the third drifts.  Two were enough, though, given Elessar’s dice on this throw.  Thiu’s 12-man section is WASTED.With more VC positions spotted and fixed (at some aggravation and delay), the Australians call in battalion mortar support. Two of the missions hit on target, the third drifts. Two were enough, though, given Elessar’s dice on this throw. Thiu’s 12-man section is WASTED.
Here’s where it gets serious.  So feeling the pressure of time, Elessar2590 hurls Sgt Wheatley’s section in a right hook over that northern stream, down into the hooches with three masked counters.  No dummy counters here, that’s Lt. Tong and a full squad, including an RPG.  Opportunity fire MAULS Wheatley’s force, putting down a full squad (two casualty markers).  The assault is cancelled.  On my turn, however, I flank him twice in a double envelopment!  As I move up, one of those flanking assaults is revealed to be DUMMY counters (just trying to see if I can make Elessar cry for a moment here ... :D )  Australian opportunity fire tears up Tong’s platoon.  The remnants of Tong’s platoon (including two more fire teams I’m bringing up from the rear) tries to toss in some direct fire before I launch a counter-assault of my own.  BUT I ROLL DOUBLE SIXES!  Box Cars are the worst roll in this game, not only do I miss but an Australian sniper appears and immediately puts down the rest of Tong’s section!  STILL, I have more VC forces, Captian Vien and his female sapper section, who just happens to be carrying a SATCHEL CHARGE!  In goes the satchel charge as part of my assault, which yes ... WIPES OUT Wheatley’s force, but my own assault is now so weak (only five people, Vien plus four women in the sapper team), is also lost.  Long story short, ALMOST everything you see here is destroyed.  Last VC survivors are PINNED, which means they can’t move into Wheatley’s former hex.  This is big  news, as it means that those four Australian casualty markers remain uncaptured.  If Elessar can get help to them and evacuate them in time ...Here’s where it gets serious. So feeling the pressure of time, Elessar2590 hurls Sgt Wheatley’s section in a right hook over that northern stream, down into the hooches with three masked counters. No dummy counters here, that’s Lt. Tong and a full squad, including an RPG. Opportunity fire MAULS Wheatley’s force, putting down a full squad (two casualty markers). The assault is cancelled. On my turn, however, I flank him twice in a double envelopment! As I move up, one of those flanking assaults is revealed to be DUMMY counters (just trying to see if I can make Elessar cry for a moment here ... :D ) Australian opportunity fire tears up Tong’s platoon. The remnants of Tong’s platoon (including two more fire teams I’m bringing up from the rear) tries to toss in some direct fire before I launch a counter-assault of my own. BUT I ROLL DOUBLE SIXES! Box Cars are the worst roll in this game, not only do I miss but an Australian sniper appears and immediately puts down the rest of Tong’s section! STILL, I have more VC forces, Captian Vien and his female sapper section, who just happens to be carrying a SATCHEL CHARGE! In goes the satchel charge as part of my assault, which yes ... WIPES OUT Wheatley’s force, but my own assault is now so weak (only five people, Vien plus four women in the sapper team), is also lost. Long story short, ALMOST everything you see here is destroyed. Last VC survivors are PINNED, which means they can’t move into Wheatley’s former hex. This is big news, as it means that those four Australian casualty markers remain uncaptured. If Elessar can get help to them and evacuate them in time ...
The final situation.  VC losses re, as expected, total.  When those civilians FINALLY moved out that southern hooch hex, Bedcoe quickly pasted the VC team in the hex and moved up to support the overall assault on the crossroads village.  They assault the VC survivors (who failed to rally) and remove the threat to Wheatley as his casualties.  Wheatley’s medic (not in that earlier bloodbath) moves in and starts evacuating wounded.   One of the helos lands at LZ Zulu, securing it (a dangerous move to occupy objective hexes with helos, as helos are terribly vulnerable while landed ... but with no VC on the table now, it’s safe enough).  Bedcoe’s medic moves into the hooch to where the sniper happened to appear, not only to occupy the objective but also to get his name (you totally saved Wheatley’s section and undoubtedly the game, mate).  The final situation. VC losses re, as expected, total. When those civilians FINALLY moved out that southern hooch hex, Bedcoe quickly pasted the VC team in the hex and moved up to support the overall assault on the crossroads village. They assault the VC survivors (who failed to rally) and remove the threat to Wheatley as his casualties. Wheatley’s medic (not in that earlier bloodbath) moves in and starts evacuating wounded. One of the helos lands at LZ Zulu, securing it (a dangerous move to occupy objective hexes with helos, as helos are terribly vulnerable while landed ... but with no VC on the table now, it’s safe enough). Bedcoe’s medic moves into the hooch to where the sniper happened to appear, not only to occupy the objective but also to get his name (you totally saved Wheatley’s section and undoubtedly the game, mate).
The score sheet for the game.  Final score is 15 VC to 21 Australian.   I have been thinking VERY hard about bumping the “Free World” casualty cost to 4, I could have sworn I did it for this game, but the victory conditions as written still has the 3 points.  Even at four points, Elessar still would’ve won 21-20, but it would have been a much closer call.  This is the kind of morbid, borderline excessive caution I’m trying to get into these games from the Free World forces (US, USMC, Australian, Israeli, etc.) in these modern V&V games, a real asymmetrical possibility of “winning the battle but losing the game.”  For these regular armies in a counter-insurgency role, every casualty is a defeat, and a propaganda victory for the insurgent enemy.  So what did you think of the game?  Congrats to Elessar2590 for the win!The score sheet for the game. Final score is 15 VC to 21 Australian. I have been thinking VERY hard about bumping the “Free World” casualty cost to 4, I could have sworn I did it for this game, but the victory conditions as written still has the 3 points. Even at four points, Elessar still would’ve won 21-20, but it would have been a much closer call. This is the kind of morbid, borderline excessive caution I’m trying to get into these games from the Free World forces (US, USMC, Australian, Israeli, etc.) in these modern V&V games, a real asymmetrical possibility of “winning the battle but losing the game.” For these regular armies in a counter-insurgency role, every casualty is a defeat, and a propaganda victory for the insurgent enemy. So what did you think of the game? Congrats to Elessar2590 for the win!

Live Stream at 9:00 PM UK time (4PM ETZ) - ANZACs in Vietnam

Tutoring 6
Skill 8
Idea 8
11 Comments

Good afternoon, OTT!  We have a live stream going on the Sitrep Twitch Channel at 9:00 PM UK time, where we’ll see if @elessar2590 can lead his Australians in a successful “seek and destroy” patrol against my National Liberation Front Viet Cong (Phuoc Tuy Province, summer, 1968).

Sitrep Twitch Channel

The game system, will be Valor & Victory, adopted and expanded to Vietnam.  Vietnam-specific rules will include civilians, POWs, casualty evacuation, booby traps, helicopters, and obscured / hidden movement for the Viet Cong.

Check out the stream and see how we do!   Hope to see some of you there!

Live Stream at 9:00 PM UK time (4PM ETZ) - ANZACs in Vietnam

Naval Command: Falklands

Tutoring 9
Skill 8
Idea 9
No Comments

I’ve spent most of today gearing up Rory Crabb’s Naval Command system for play in the Falklands War.  With a ground scale of 1cm = 1 nautical mile (roughly 1:180,000) this is really the only kind of game that even comes close to representing the scope of modern naval operations.  In physical play, the table is usually 6 ‘ x 4’, and the ships re often 1:3000 with groups of aircraft represented by counters at 1:300 or 1:600.  (6mm or 3mm).

Of course, to facilitate play online or take screen shots to use in battle reports of use in future Ops Center episodes, I’ve been building everything virtually.

Of course, given the historical course of events, this kind of thing might wind up being more of a “campaign tracker” than an actual live game.  Then again, we can always run with the suggestion of a hypothetical game where the Argentinian Navy masses together for one all-out strike at the British, and we actually get the latter-day sea battle that (thankfully) never really happened.

Let me know what you think, or whether you’d ever be interested in trying this out over the next couple of weekends online.

Starting off, I have a 10-foot map here (120 inches across, each grid is 1Starting off, I have a 10-foot map here (120 inches across, each grid is 1"). So, converting the game from centimeters to inches, I'm landing on ROUGHLY 1" = 2nm, which is what is scaled out here. Obviously the ships are not to scale with the map (although they are to scale with each other). Same with the aircraft, with a yellow dot in the center of each piece showing the group's actual location on the map. This map shows just about everything the two sides had INITIALLY, although of course they were never all crammed this close to the Falklands all at once like this. This is meant simply as a staging file, which can be copied and used to quickly build future scenarios by selecting items off this "shopping list." Or, we could run an alternate history all-out sea clash ...
The Argentinian carrier task force, comprised of the ARA Veinticinco de Mayo and her escorts.  You can see where the carrier has launched four Skyhawks on a strike mission (S-4, historically this never happened), while keeping four Skyhawks back in CAP in a The Argentinian carrier task force, comprised of the ARA Veinticinco de Mayo and her escorts. You can see where the carrier has launched four Skyhawks on a strike mission (S-4, historically this never happened), while keeping four Skyhawks back in CAP in a "fighter" configuation (F-4). Sea King ASW (antisubmarine warfare) helos have also been launched, as well as an S-2 Tracker, keeping a wary eye out for HMS Splendid (submarine sent to sink Veinticinco de Mayo) or other British warships. Aircraft are huge in this game. Detection and electronic warfare are everything. There is no armor, and all weapons automatically hit, if they find you and reach you. Your "armor" is your electronics. Welcome to modern naval warfare.
The spearhead of the British amphibious landing force approaches the north coast of East Falkland, and is about to attacked by a major Argentinian air strike launched off the mainland.  Those British destroyers and frigates have SAMs at the ready, however, and of course two flights of FRS1 Sea Harriers are vectoring in to intercept.  The Mirage IIIs and Daggers will mix up in a dogfight, while the Canberras and Etendards make their bombing runs.The spearhead of the British amphibious landing force approaches the north coast of East Falkland, and is about to attacked by a major Argentinian air strike launched off the mainland. Those British destroyers and frigates have SAMs at the ready, however, and of course two flights of FRS1 Sea Harriers are vectoring in to intercept. The Mirage IIIs and Daggers will mix up in a dogfight, while the Canberras and Etendards make their bombing runs.
The one major part of the naval war that really did happen, the fateful encounter between the British nuclear submarine HMS Conqueror and the Argentinian cruiser Belgrano.  Note there are no ASW helos launched, dropping sonobuoys or ASW torpedoes.  That's because Belgrano is an old American WW2 light cruiser, and her escorts are old American WW2 Sumner class destroyers.  No helicopter pads.  Not good.  In modern naval combat, helicopters play an absolutely crucial role - not so much in combat, but in keeping your fleet safe, and keeping you informed.The one major part of the naval war that really did happen, the fateful encounter between the British nuclear submarine HMS Conqueror and the Argentinian cruiser Belgrano. Note there are no ASW helos launched, dropping sonobuoys or ASW torpedoes. That's because Belgrano is an old American WW2 light cruiser, and her escorts are old American WW2 Sumner class destroyers. No helicopter pads. Not good. In modern naval combat, helicopters play an absolutely crucial role - not so much in combat, but in keeping your fleet safe, and keeping you informed.
In contrast, the leading element of the British support fleet (made up of five In contrast, the leading element of the British support fleet (made up of five "Round Table" logistic support ships - escorted by British frigates) has plenty of helo support. Each of these little British warships carries a Lynx helicopter, which can be configured for ASW, AEW (airborne early warning), strike, or transport roles. The Argentinian Navy did have a handful of older submarines, only one of which (ARA Santa Fe) had so far been accounted for. When it comes to enemy submarines, caution is always a good idea.
Here's a little bit of a zoom-in where things get really tight.  This is a ROUGH historical approximation of the initial British landings at San Carlos.  Note there are NO Argentinian ships, by now they were fighting this naval war almost entirely by air.  But these airstrikes were incredibly ferocious, the British would soon call San Carlos Here's a little bit of a zoom-in where things get really tight. This is a ROUGH historical approximation of the initial British landings at San Carlos. Note there are NO Argentinian ships, by now they were fighting this naval war almost entirely by air. But these airstrikes were incredibly ferocious, the British would soon call San Carlos "Bomb Alley." At least six of these British ships would be hit and three of them sunk, although Argentinian aircraft losses were also high. We also see burning "Pucara" ground attack aircraft to the northwest at Pebble Island, where SAS and SBS had landed and blown up the airfield there. Meanwhile, landings are underway, first of SAS in Gazelles (some shot down), then 3 Para and 42 Commando to the east and 40 Commando and 3 Brigade HQ to the south. 1 Para and 45 Commando would follow up.

How NOT to play Valor & Victory 1982 Lebanon ...

Tutoring 8
Skill 8
Idea 8
No Comments

In addition to the Falklands wargame we’ve had recently, we’ve also had a weekend web wargame with @rasmus in Valor & Victory: expanded to 1982 Lebanon.  My reinforced IDF mechanized infantry platoon was charged with going in and securing a Palestinian-help village in the norther Bekka Valley.

Things … didn’t go so well.  Although I did get to RUN OVER a Palestinian technical with my Zelda APC!  😀

Okay, here is the map and the two forces.  My IDF has to come on the map from the south, and take at least three of the hexes marked in yellow Okay, here is the map and the two forces. My IDF has to come on the map from the south, and take at least three of the hexes marked in yellow "target" icons (objective hexes).
 My IDF has a company commander, two under-strength platoons (or really, one reinforced platoon), and four APCs.  Three of these are the M113 My IDF has a company commander, two under-strength platoons (or really, one reinforced platoon), and four APCs. Three of these are the M113 "Zelda" - and one is a Zelda machine gun carrier.
The PLO has three platoons, three technicals with DShK 12.7mm HMGs, and one big one with x2 23mm AA autocannon.The PLO has three platoons, three technicals with DShK 12.7mm HMGs, and one big one with x2 23mm AA autocannon.
The PLO sets up on defense.  They're hidden out of initial lines of sight, hoping to deny the Israelis any easy free kills with off-board mortars or their one helicopter gunship strike.  Also keep an eye on those civilian counters.  Neither side really controlls them, but they can definitely be used to the PLO player's advantage.The PLO sets up on defense. They're hidden out of initial lines of sight, hoping to deny the Israelis any easy free kills with off-board mortars or their one helicopter gunship strike. Also keep an eye on those civilian counters. Neither side really controlls them, but they can definitely be used to the PLO player's advantage.
Things seems to start well.  The Israeli APCs roll in, the PLO moves up RPG teams to attack them, and we get opportunity fire as they do so, killing and pinning them as they move.   Things seems to start well. The Israeli APCs roll in, the PLO moves up RPG teams to attack them, and we get opportunity fire as they do so, killing and pinning them as they move.
On the west flank, things go much worse.  One Zelda takes a flanking RPG hit from the right, and it blows up, producing casualty token.  I have to move officers and medics in to evac the casualty, but this overextends that squad and they wind up  taking fire from four directions.  I can even return fir in many cases because, yeah, those civilians BLOCK my line of fire, but they do NOT block PLO fire.   On the west flank, things go much worse. One Zelda takes a flanking RPG hit from the right, and it blows up, producing casualty token. I have to move officers and medics in to evac the casualty, but this overextends that squad and they wind up taking fire from four directions. I can even return fir in many cases because, yeah, those civilians BLOCK my line of fire, but they do NOT block PLO fire.
With this battle already pretty much going off the rails, I decide to get cut loose and just enjoy myself on the east wing.  I try to open fire with my With this battle already pretty much going off the rails, I decide to get cut loose and just enjoy myself on the east wing. I try to open fire with my "gun Zelda" and her infantry squads, but roll double sixes (worst roll possible) on one of my antipersonnel firepower checks. This "summons" a PLO sniper, who brains out my company commander and his whole command team. The terrified gun Zelda crew decides to gun it, and overrun the PLO treeline! (Like I said, clearly this game is already lost, now I'm just having fun).
Here we can see the PLO sniper to the upper right, my gun Zelda overrunning the PLO ZU-23-2 technical (hell yeah!) ... and the helo strike taking out another PLO technical in the center.  Unfortunately, the PLO with counter-assault this runaway gun Zelda, and molotov-cocktail the hell out of it, knocking it out and producing yet another casualty marker, this one behind PLO lines.  I'll end in ANOTHER Zelda to try and evac that casualty, I actually manage to get the gun Zelda's crew out, but then the second Zelda is also hit and I lose that crew as KIA / POW.Here we can see the PLO sniper to the upper right, my gun Zelda overrunning the PLO ZU-23-2 technical (hell yeah!) ... and the helo strike taking out another PLO technical in the center. Unfortunately, the PLO with counter-assault this runaway gun Zelda, and molotov-cocktail the hell out of it, knocking it out and producing yet another casualty marker, this one behind PLO lines. I'll end in ANOTHER Zelda to try and evac that casualty, I actually manage to get the gun Zelda's crew out, but then the second Zelda is also hit and I lose that crew as KIA / POW.
A small mercy, Rasmus also rolls double sixes at one point an an Israeli sniper also makes an appearance.A small mercy, Rasmus also rolls double sixes at one point an an Israeli sniper also makes an appearance.
But here's where Rasmus really wins the game.  Two assaults southeast, into these woods, partially covered by orchards, ruins, and civilians.  Not only are these five casualty markers inflicted on my, but since Rasmus CONTROLS these hexes in which the casualty markers are placed (successful assaults), they count as casualties in enemy hands.  So these guys will be tortured or killed on the spot or held hostage until traded back for PLO prisoners, etc.  In game terms, it's double victory points for Rasmus on these casualty markers, and he gets x3 what I get for a casualty marker anyway.  So now it's x6 victory point awards here.  Definitely a grim day for the IDF here.But here's where Rasmus really wins the game. Two assaults southeast, into these woods, partially covered by orchards, ruins, and civilians. Not only are these five casualty markers inflicted on my, but since Rasmus CONTROLS these hexes in which the casualty markers are placed (successful assaults), they count as casualties in enemy hands. So these guys will be tortured or killed on the spot or held hostage until traded back for PLO prisoners, etc. In game terms, it's double victory points for Rasmus on these casualty markers, and he gets x3 what I get for a casualty marker anyway. So now it's x6 victory point awards here. Definitely a grim day for the IDF here.
Final situation - the Israelis have lost this game 81-to-10.  Yeah, THAT bad.  :(  But hey, congrats to Rasmus!  And these games show that with a properly-designed system and scenario, asymmetrical games can still allow a big win for the side with obviously inferior firepower and resources.Final situation - the Israelis have lost this game 81-to-10. Yeah, THAT bad. :( But hey, congrats to Rasmus! And these games show that with a properly-designed system and scenario, asymmetrical games can still allow a big win for the side with obviously inferior firepower and resources.

Falklands Live Stream Complete! Great Game!

Tutoring 7
Skill 7
Idea 7
No Comments

Thanks very much Gianna for the great game and thanks to everyone who stopped by our streams to support us. It really means a lot. So yeah, I hope we gave AirWar C21 a decent showing here. I kind of didn’t do my Immelmans correct (at least the ones that succeeded), so I that’s on me … and there are additional rules for TAILING that can make the “dice-iness” of the initiative phase a little less luck driven – IF you’ve planned ahead and get can begin an enemy (your from 180-degree arc, in enemy’s rear 60-degree arc, you go when he goes, NO MATTER WHAT THE initiative is). SO we’re still learning this system, but already having tons of fun with it, and it’s deliver great realistic results for our 1982 Falklands wargames. 😀

Northeastern coast of East Falkland Island, 1 May, 1982.  Two FRS1 Sea Harriers of HMS Hermes have been vectored to intercept two Argentine Mirage IIIEA interceptors launched toward the battlegroup.  Each grid on the map = roughly 1km (scale in the game is actually logarithmic).  Each inch of movement = 50 knots air speed.  Virtual gameboard is set up to reflect a 72Northeastern coast of East Falkland Island, 1 May, 1982. Two FRS1 Sea Harriers of HMS Hermes have been vectored to intercept two Argentine Mirage IIIEA interceptors launched toward the battlegroup. Each grid on the map = roughly 1km (scale in the game is actually logarithmic). Each inch of movement = 50 knots air speed. Virtual gameboard is set up to reflect a 72" x 48" (6x4) gaming table.
Mirages, pushing 950 knots, try to pull Immelmans to vector toward the sidestepping Harriers (both just executed successful barrel rolls + turn maneuvers).  One Mirage fails the roll, but still manages a lock with SARH R.550 Mirages, pushing 950 knots, try to pull Immelmans to vector toward the sidestepping Harriers (both just executed successful barrel rolls + turn maneuvers). One Mirage fails the roll, but still manages a lock with SARH R.550 "Matra" medium range air-air missile. Shots fired! The Falklands War is on!
The Harriers respond.  They fire American made AIM-9L Sidewinder IR-guided short-ranged air-air missiles.  The keyy advantage here is that the Sidewinder The Harriers respond. They fire American made AIM-9L Sidewinder IR-guided short-ranged air-air missiles. The keyy advantage here is that the Sidewinder "L" variants can acquire a lock from any target aspect. you do NOT have to behind the enemy plane to get a lock (although it helps when the missile has to hit). The Argentinian equivalent, much older R.530 "Magic" missiles, must be launched from behind the target aircraft. Easier said than done.
The first Sidewinder hits the lead Mirage, but explodes off my wing and only does 2 points of damage.  Sea Harrier 01 is closing to guns range, however, and will score one more hit on a high-deflection, medium range extended burst from her cannon.  It's just enough to cripple the Mirage, who's max safe speed drops from 1000 knots to 500 knots as a result.  Too bad he's currently at 650 knots (speed 13), so that's +3 over safe speed, +3 MORE damage, so that's 6 damage total.  BOOM.  Mirage is down, but the pilot punches clear with a clean ejection.  Still, that's SPLASH ONE!The first Sidewinder hits the lead Mirage, but explodes off my wing and only does 2 points of damage. Sea Harrier 01 is closing to guns range, however, and will score one more hit on a high-deflection, medium range extended burst from her cannon. It's just enough to cripple the Mirage, who's max safe speed drops from 1000 knots to 500 knots as a result. Too bad he's currently at 650 knots (speed 13), so that's +3 over safe speed, +3 MORE damage, so that's 6 damage total. BOOM. Mirage is down, but the pilot punches clear with a clean ejection. Still, that's SPLASH ONE!
Another hit on another Mirage!  Not only does Gianna score the hit, but then gets a roll on the Another hit on another Mirage! Not only does Gianna score the hit, but then gets a roll on the "Golden BB" table. Compression stall in the Mirage's engine! Immediate stall and spin in a random direction, AND he's down 5 out of 6 damage points. Man, is this pilot in trouble.
Final result at the end of Turn 3, Phase 2.  British win by splashing all 3 Mirages, no loss to themselves. If this game seems unfair, it really isn't.  I kind of forgot how Immelmans really work, and if EVEN ONE HARRIER goes down, automatic Argentine victory.  And these Harriers are not very sturdy AT ALL.  Just one burst of Mirage cannon fire is enough to put one down, so the British player really has to play it to the wire, which Gianna totally did.  Well done!   And thanks again for the great game and support with the stream!  Final result at the end of Turn 3, Phase 2. British win by splashing all 3 Mirages, no loss to themselves. If this game seems unfair, it really isn't. I kind of forgot how Immelmans really work, and if EVEN ONE HARRIER goes down, automatic Argentine victory. And these Harriers are not very sturdy AT ALL. Just one burst of Mirage cannon fire is enough to put one down, so the British player really has to play it to the wire, which Gianna totally did. Well done! And thanks again for the great game and support with the stream!

Expanded Aircraft Types - AirWar C21 Falklands

Tutoring 6
Skill 6
Idea 6
No Comments
Expanded the aircraft types, trying to cover more of what is featured in the Operation Corporate AirWar C21 supplement.  Added Argentinian Super Entendard (navy strike planes), C-130 Hercules (US-made transport), and IA-58 Pucara (counterinsurgency strike / recon turbo props).Expanded the aircraft types, trying to cover more of what is featured in the Operation Corporate AirWar C21 supplement. Added Argentinian Super Entendard (navy strike planes), C-130 Hercules (US-made transport), and IA-58 Pucara (counterinsurgency strike / recon turbo props).
Close up of the new aircraft.  The planes to to scale with each other, but not to the ground scale of the game (logarithmic, but ROUGHLY each grid is about half a nautical mile). This is why there is a blue dot in the center of each aircraft. showing its true position for ranging and movement.Close up of the new aircraft. The planes to to scale with each other, but not to the ground scale of the game (logarithmic, but ROUGHLY each grid is about half a nautical mile). This is why there is a blue dot in the center of each aircraft. showing its true position for ranging and movement.

More Progress Made ...

Tutoring 8
Skill 8
Idea 8
No Comments
Just one image, but it's a big one.  So please click on it to expand for best viewing.  A roughly 1/3 scale (each inch grid = 1 km) ops map of normal Naval Command rules scale (where 1cm = 1nm, or roughly 1:120,000 - this map is roughly 1:40,000).  Ships are measured at roughly 1:3000 (750 foot carriers = 3 inches).  So the ships and the map are NOT to scale, the yellow dot in the center of each ship piece marks is actual location.  For the record, this is NOT how the fleets were ever deployed.  As some of you may know, the Falklands NEVER looked like this.  Just putting the counters on the table and seeing how they look.  The actual naval operations in the Falklands War were a lot more dispersed, with smaller actions taking place across dozens or hundreds of miles at places sometimes over 1,000 miles apart (if you include the actions at the South Georgia islands).  But in summary, this is the kind of game we're shaping up for naval ops in the Falklands.  Just one image, but it's a big one. So please click on it to expand for best viewing. A roughly 1/3 scale (each inch grid = 1 km) ops map of normal Naval Command rules scale (where 1cm = 1nm, or roughly 1:120,000 - this map is roughly 1:40,000). Ships are measured at roughly 1:3000 (750 foot carriers = 3 inches). So the ships and the map are NOT to scale, the yellow dot in the center of each ship piece marks is actual location. For the record, this is NOT how the fleets were ever deployed. As some of you may know, the Falklands NEVER looked like this. Just putting the counters on the table and seeing how they look. The actual naval operations in the Falklands War were a lot more dispersed, with smaller actions taking place across dozens or hundreds of miles at places sometimes over 1,000 miles apart (if you include the actions at the South Georgia islands). But in summary, this is the kind of game we're shaping up for naval ops in the Falklands.

Gearing Up To Play Naval Command - for 1982 Falklands

Tutoring 8
Skill 7
Idea 8
No Comments

Five more games played of AirWar C21.  Really getting the hang of that game and how it can show the dynamics, advantages, and disadvantages on both sides in the Falklands air war.

Now switching over to the naval side.  There will admittedly be a lot less here, honestly 95% of the “naval” war in the Falklands was one side or the other launching air strikes of one kind or another.  So AirWar C21 will have a lot of that covered.  That said, I’m also gearing up to use Naval Command system to play more of the operational aspect of the naval war.

Naval Command by Rory Crabb, available on Wargames Vault.Naval Command by Rory Crabb, available on Wargames Vault.
One of the  maps I will use.  Created myself, mostly in Photoshop.  Naval Command is played on a 6 x 4 table, reflected here (72 x 48 grid).  Scale is roughly 1One of the maps I will use. Created myself, mostly in Photoshop. Naval Command is played on a 6 x 4 table, reflected here (72 x 48 grid). Scale is roughly 1" = 2 nautical miles. Stanley, capital of the Falklands, is in yellow. This map would only be for the initial Argentine invasion of March 31-April 1-April 2.
British warship counters.  Please note these are APPROXIMATE.  They are to scale, however, with the Hermes being just shy of 750'.  The Naval Command game is usually played with 1:3000 ships (so HMS Hermes would  be about 3British warship counters. Please note these are APPROXIMATE. They are to scale, however, with the Hermes being just shy of 750'. The Naval Command game is usually played with 1:3000 ships (so HMS Hermes would be about 3" long)
Argentinian Ships.  Yes, they had Type 42 destroyers as well.  And it's no accident that their flagship Vienticinco de Mayo (25th of May) looks very British.  Most of the other ships were former American or built in France.Argentinian Ships. Yes, they had Type 42 destroyers as well. And it's no accident that their flagship Vienticinco de Mayo (25th of May) looks very British. Most of the other ships were former American or built in France.
Support ships.  Very generic.  Although the large container ship is scaled roughly to the size of the historical Atlantic Conveyor.Support ships. Very generic. Although the large container ship is scaled roughly to the size of the historical Atlantic Conveyor.

Air War C21 - Second Playthrough

Tutoring 10
Skill 10
Idea 11
No Comments

Second try at Air War C21 for 1982 Falklands, this time with some improved player aids I re-designed for easier use on the virtual tabletop.

Also tried playing with +1 “Good” pilots instead of +0 “Average” pilots.

Went a little more smoothly.  Still made some serious goofs with the special maneuvers (do not rely on these too heavily in this game), I straight out destroyed two Harriers on one re-done turn by attempting … and failing … a Split-S maneuver at too high a speed, I literally ripped the wings off these things and probably killed both pilots.  Re-did that turn, only to blow a couple of Immelman maneuvers and quite literally “fell off the table” and inadvertently disengaged.

So still learning.  Clearly this game is aiming for a “realistic” look at flying combat jets, where it is possible to “crash and burn” without the enemy even doing you the courtesy of firing at you.

That said, Argentinian guns are still a very real danger, and Harriers are getting the hang of the AIM-9L Sidewinder.  And the game is very quick.  This introductory scenario was about 45 minutes.

Board set up.  In this scenarios, one of the first things you do is determine approach vectors, via a 2d6 roll.  A result of 12 = you get to come on from anywhere you want.  The Argentinians are coming hard out of the southwest, the British from the south.  Argentinians lose initiative.Board set up.  In this scenarios, one of the first things you do is determine approach vectors, via a 2d6 roll.  A result of 12 = you get to come on from anywhere you want.  The Argentinians are coming hard out of the southwest, the British from the south.  Argentinians lose initiative.
The Argentinians opt for an Immelmann maneuver, and all three of them make it!  Sweet!  So they pull up, go ballistic and roll, and corkscrew level with basically any facing they want.  The good news is I applied power before the move, so I come out with respectable speed of about 650 knots (13The Argentinians opt for an Immelmann maneuver, and all three of them make it!  Sweet!  So they pull up, go ballistic and roll, and corkscrew level with basically any facing they want.  The good news is I applied power before the move, so I come out with respectable speed of about 650 knots (13").  The Harriers, having won initiative and with "Extreme" rated maneuverability, don't have to resort to such aerobatics.  They simply bank right, lock on with Sidewinders, and fire.  Now these American AIM-9L Sidewiders, despite being IR-guided, CAN lock on from any target aspect.  Not so with the Argentinians and the R.530 Magics.  So they have to try and launch their larger R.550 Mystra medium-range air-to-air missiles (MRAAMs).  These are SARH (semi-active radar homing), so can attack from any angle.  However, they have to use the Mirage III's onboard radar, which isn't great.  Out of three, only one locks on and launches.    
Things get very hairy on the beginning of Turn 2.  I thought I could get the Harriers on the lead Mirage's tail, or at least behind his right wing, with a High Yo-Yo maneuver.  I misjudged the distance, however, and overshot.  An Immelmann probably would have been better here.  Anyway, the two missiles hit the lead Mirage anyway, and basically blow him out of the sky.  Meanwhile, the other two Mirages were able to perform a power-up and gentle S-turn, starboard then port, and make a gunnery approach behind the Harrier's left wing.  Using extended bursts (triple ammo expenditure) I was able to put some holes in the Harrier, but because it was just coming out of that High Yo-Yo, there wasn't enough to shoot him down outright.  Did flame out one of his engines, though.  And that Argentinian Mystra predictably missed.  SAHR missiles fired against enemy front arc get a -1 for bad deflection, -1 for the High Yo-Yo maneuver, +1 for pilot skill.  So that's a net -1 bonus and the base to hit is poor, 7+ on 1d10 (these Mystras are old French missiles from the early 1960s).  So no joy on that, either.Things get very hairy on the beginning of Turn 2.  I thought I could get the Harriers on the lead Mirage's tail, or at least behind his right wing, with a High Yo-Yo maneuver.  I misjudged the distance, however, and overshot.  An Immelmann probably would have been better here.  Anyway, the two missiles hit the lead Mirage anyway, and basically blow him out of the sky.  Meanwhile, the other two Mirages were able to perform a power-up and gentle S-turn, starboard then port, and make a gunnery approach behind the Harrier's left wing.  Using extended bursts (triple ammo expenditure) I was able to put some holes in the Harrier, but because it was just coming out of that High Yo-Yo, there wasn't enough to shoot him down outright.  Did flame out one of his engines, though.  And that Argentinian Mystra predictably missed.  SAHR missiles fired against enemy front arc get a -1 for bad deflection, -1 for the High Yo-Yo maneuver, +1 for pilot skill.  So that's a net -1 bonus and the base to hit is poor, 7+ on 1d10 (these Mystras are old French missiles from the early 1960s).  So no joy on that, either.
Sadly, the game ends right there.  The Harriers are about to Sadly, the game ends right there.  The Harriers are about to "fall" off the edge of the edge of the table.  SO I try two Immelmanns, both fail (the damaged Harrier had a penalty for this check).  They wind up moving half their speed forward, then facing in a random direction.  They both wound up facing OFF the table, so they literally "fell" out of the battle.  BUT TECHNICALLY - a British victory, with one Mirage III shot down and no Harriers lost.  

So yeah, still got a little learning to do on this, but not too much.  Will try this one more time before moving to the next scenario in the Operation Corporate scenario booklet,  Argentinian bombing attack on Royal Navy outside of Port Stanley, HMS Glamorgan (County Class DLG) and HMS Plymouth (Rothesay class FF)

First Play-Thru Complete - Chalk One Up For Argentina

Tutoring 10
Skill 9
Idea 11
No Comments

First playthrough of Air War C21 is complete – using the first scenario presented in the Operation Corporate Falklands 1982 campaign booklet.

This was less a dogfight than a collection of drunken cats trying to fight their way out of a barrel of peanut butter – no fault of the game system at all – just me learning how the system works.

The system seems actually pretty great, really challenging the player to consider when he should take gambles, especially with his maneuvers.  It also teaches some real flying fundamentals, like never forget to apply power before a difficult maneuver because whether the maneuver succeeds or fails, you’re losing speed and if you come out of the maneuver in a stall …

One things for sure … Argentinian fighters like guns.  British fighters like their American-made AIM-9L “Sidewinder” SR AAMs.  This results in a classic “high tech guys want to fight at long range, more numerous guys want to get into choking distance” dynamic.

The scenario sheet from the Operation Corporate campaign booklet.The scenario sheet from the Operation Corporate campaign booklet.
The wide-angle of the whole 72The wide-angle of the whole 72" x 36" map. The British roll 8 for entry zone. The Argentinians roll 11. The Argentinian Mirages than roll great on initiative, and the British are mostly caught flat-footed. The Mirages are very fast (in a straight line) and zoom in very hard from the northwest. The lead Sea Harrier tries a hard break to port, fails it, and goes into a stall. By the way, this break turn was unnecessary, the Sea Harrier can make this angle with normal turns (slowed but MUCH more maneuverable than Mirage IIIs) - I also didn't know to apply thrust at the beginning of movement before trying a maneuver card, so not only diud my lead British pilot try an unneeded risky maneuver, I t hen did it improperly, then whiffed the roll. Like I said, learning the game.
Sea Harrier 02 tries to cover his leader, but earns two sustained bursts of cannon fire from two of the Mirages. Fortunately they're at extreme range, so little damage is done.  Control surfaces are damaged, however, leaving the Harrier less maneuverable.  He also slings a Sidewinder back at the Mirages, scores a hit (the Mirage fails his Break turn), but on a 1d10 damage roll, only rolls a 2.  The Argentine pilot is WOUNDED, however.  No more high-G turns for him.    Sea Harrier 02 tries to cover his leader, but earns two sustained bursts of cannon fire from two of the Mirages. Fortunately they're at extreme range, so little damage is done. Control surfaces are damaged, however, leaving the Harrier less maneuverable. He also slings a Sidewinder back at the Mirages, scores a hit (the Mirage fails his Break turn), but on a 1d10 damage roll, only rolls a 2. The Argentine pilot is WOUNDED, however. No more high-G turns for him.
Lead Sea Harrier fails TWO more checks trying to recover that stall, finally making it at the end of Turn 2.  By then, however Sea Harrier 02 has two Mirages on his six, who put two EXTENDED bursts into his tail at medium range (burning through most of their ammo).  It's enough to cripple Sea Harrier 02, which means the max safe speed for the craft is now down from 13 to 7 (half).   Too bad he's moving at 10, putting him at VMAX exceed of +3 = 3 more points of damage.  The Harrier literally flies apart, and the pilot does NOT survive the ejection.Lead Sea Harrier fails TWO more checks trying to recover that stall, finally making it at the end of Turn 2. By then, however Sea Harrier 02 has two Mirages on his six, who put two EXTENDED bursts into his tail at medium range (burning through most of their ammo). It's enough to cripple Sea Harrier 02, which means the max safe speed for the craft is now down from 13 to 7 (half). Too bad he's moving at 10, putting him at VMAX exceed of +3 = 3 more points of damage. The Harrier literally flies apart, and the pilot does NOT survive the ejection.
Lead Sea Harrier finally starts to get his shit together, accelerating full-power and executing an Immelman maneuver, doubling back to face the Mirages.  The third Mirage actually goofs a little here and after failing a maneuver check, actually flies off the table and inadvertently disengages.  Sea Harrier 01 gets a lock and looses a Sidewinder.  Both Mirage 02 and 03 would love to shoot back, but their R.550 Magic IR SRAAMs can only lock on from BEHIND their target.  Their longer-ranged (but less accurate) R.550 Mystra SAHR missiles can get a lock from any aspect angle, but they must use the Mirage's onboard radar for that, which isn't great.  Only one gets a lock, and fires.Lead Sea Harrier finally starts to get his shit together, accelerating full-power and executing an Immelman maneuver, doubling back to face the Mirages. The third Mirage actually goofs a little here and after failing a maneuver check, actually flies off the table and inadvertently disengages. Sea Harrier 01 gets a lock and looses a Sidewinder. Both Mirage 02 and 03 would love to shoot back, but their R.550 Magic IR SRAAMs can only lock on from BEHIND their target. Their longer-ranged (but less accurate) R.550 Mystra SAHR missiles can get a lock from any aspect angle, but they must use the Mirage's onboard radar for that, which isn't great. Only one gets a lock, and fires.
Sea Harrier 01 executes a double-break S-Turn, first to port and then starboard, sidestepping the incoming R.550 Mystra.  The missile missiles.  Mirage 02 tries to cut inside the Harrier, fails, and takes the Sidewinder to boot.  The plane explodes, but the pilot punches clear.  Further back (and having won initiative) Mirage 03 goes head-to-head with the Harrier, hoping to dump the last of his ammo into the Harrier's canopy.  He hits, but doesn't do enough damage.  Meanwhile, the Harrier's guns fire back, hit as well, and leave the Mirage crippled.  Fortunately, the Mirage is only moving at 8, less than the new VMAX of 10 (these Mirage III EAs start with a 20).  So with ONE damage point left, AND a wounded pilot, this Mirage is still in the fight.  Sea Harrier 01 executes a double-break S-Turn, first to port and then starboard, sidestepping the incoming R.550 Mystra. The missile missiles. Mirage 02 tries to cut inside the Harrier, fails, and takes the Sidewinder to boot. The plane explodes, but the pilot punches clear. Further back (and having won initiative) Mirage 03 goes head-to-head with the Harrier, hoping to dump the last of his ammo into the Harrier's canopy. He hits, but doesn't do enough damage. Meanwhile, the Harrier's guns fire back, hit as well, and leave the Mirage crippled. Fortunately, the Mirage is only moving at 8, less than the new VMAX of 10 (these Mirage III EAs start with a 20). So with ONE damage point left, AND a wounded pilot, this Mirage is still in the fight.
The last Mirage is desperate to get off the southern end of the board and disengage. He is helped when Harrier 01 fails an Immelman maneuver, trying to double back at the Mirage as he breaks southwest.  The game ends at the end of Turn 05, with one Sea Harrier shot down, and one Mirage III shot down.  Given than the whole British task force only has 20 Harriers, and the Argentinian Air Force and Navy have 200 combat aircraft between them, they can afford to trade the British 1-1.  As reflected in the published scenario victory conditions, the game result is actually a partial Argentina Victory.The last Mirage is desperate to get off the southern end of the board and disengage. He is helped when Harrier 01 fails an Immelman maneuver, trying to double back at the Mirage as he breaks southwest. The game ends at the end of Turn 05, with one Sea Harrier shot down, and one Mirage III shot down. Given than the whole British task force only has 20 Harriers, and the Argentinian Air Force and Navy have 200 combat aircraft between them, they can afford to trade the British 1-1. As reflected in the published scenario victory conditions, the game result is actually a partial Argentina Victory.

Air War C21 Just about Ready for First Playtest

Tutoring 10
Skill 9
Idea 9
2 Comments
Okay, so using the system AIR WAR C21 (available on Wargamer's Vault), including their Data Annex resource and their Okay, so using the system AIR WAR C21 (available on Wargamer's Vault), including their Data Annex resource and their "Operation Corporate" supplement specifically for the 1982 Falklands War, we're just about ready to start chucking dice. I'm hoping to run through the rules for the first time tomorrow, using the first scenario in the Operation Corporate scenario booklet. This is what an actual map table looks like. Each grid is 1" (so the table is 6' x 3' if physical) - range and scale is logarithmic, but can be ESTIMATED as 1" = 1/2 mile or about 1 km, each phase is 15 seconds, each 1" of speed = 50 knots. Note the vast open ocean. Air combat in the Falklands took place ALMOST exclusively over water, both sides had too much SAM or AD firepower to make dogfighting over the actual islands feasible, UNLESS there were ground targets or warships specifically targeted for strikes.
I've been picking through the 20+ pages of tech data in Air War C21, and 45+ more pages in Data Annex, plus the charts in Operation Corporate - putting everything together for a consolidated reference specifcially for what we'll need in 1982 Falklands.  Warship data is already included in the Operation Corporate reference.I've been picking through the 20+ pages of tech data in Air War C21, and 45+ more pages in Data Annex, plus the charts in Operation Corporate - putting everything together for a consolidated reference specifcially for what we'll need in 1982 Falklands. Warship data is already included in the Operation Corporate reference.
Special Maneuver cards.Special Maneuver cards.
Aircraft in a close dogfight, engaged at a range of about 4 miles.  American-made AIM-9L Aircraft in a close dogfight, engaged at a range of about 4 miles. American-made AIM-9L "Sidewinders" were a huge advantage for British Harriers against Mirage III and Mirage V "Daggers" still using French R.550 SRAAMs, R.530 MRAAMs, and Israeli Shafrir SRAAMs. SO WISH ME LUCK! We'll see how this goes and if it goes well, we should have some live gaming online this weekend, perhaps on Twitch.

So seriously ... who's in?

Tutoring 10
Skill 10
Idea 10
2 Comments
So seriously ... who's in?

Okay, so seriously … who’s in?

System:  AirWar C21 (Long Face Games)

Operation Corporate Supplement (1982 Falklands War)

Adopted to run via web conference.

Ping me a PM if you’re interested.  😀

SitRep Ops Center Episode 04 Live Tomorrow

Tutoring 9
Skill 9
Idea 9
No Comments

Good afternoon, OTT / BoW!

Just a quick reminder …

Ops Center – Episode 04 goes out live tomorrow here on OnTableTop, YouTube, and Twitch!

We close out the 4-part series on the Arab-Israeli Wars, with a look at the 1976 Entebbe Raid (probably the birth of modern counterterrorist operations), 1982 “Peace for Galilee,” the Intifada, the 2006 invasion of Lebanon, and what the 2011 Arab Spring could mean for Arab-Israeli relations (or potential further conflict) going forward.

Remember to drop a comment or questions (on any platform), we answer questions in the next video!  And Ops Center Part 05 switches over to a new conflict, look for a hint on which one at the end of tomorrow’s video!

SitRep Ops Center Episode 04 Live Tomorrow
SitRep Ops Center Episode 04 Live Tomorrow
SitRep Ops Center Episode 04 Live Tomorrow
SitRep Ops Center Episode 04 Live Tomorrow
SitRep Ops Center Episode 04 Live Tomorrow

Thanks to everyone who stopped by!

Tutoring 7
Skill 7
Idea 8
No Comments

Thanks to everyone who stopped by! That was a great stream! I was only going to stream for an hour or so, turned into 3:45:00! I will be “off the radar” next week due to EOQ at work, but i really hope to be back starting on April 6 for some live games, either Valor & Victory Lebanon, Vietnam, Panzer Leader WW2, Panzer Leader Lebanon, Panzer Leader Gulf War 1991, or of course Darkstar!

Twitch Stream Sunday 3.24.2019

 

As you can see, certain spots of this game got hairy in a big hurry!  This doesn't even count the two F-16 strikes (okay, they mostly missed) but the two AH-1 Cobra strikes were dead on the money, not to mention that pickle-barrel mortar round that saved not only the crew of the lead M113 killed in the open (by opening Palestinian RPG round), but also the infantry team that tried to save those casualties (and became casualties themselves!)As you can see, certain spots of this game got hairy in a big hurry! This doesn't even count the two F-16 strikes (okay, they mostly missed) but the two AH-1 Cobra strikes were dead on the money, not to mention that pickle-barrel mortar round that saved not only the crew of the lead M113 killed in the open (by opening Palestinian RPG round), but also the infantry team that tried to save those casualties (and became casualties themselves!)

Sitrep Live Stream: 7PM GMT

Tutoring 6
Skill 6
Idea 6
No Comments

Just a quick “hello” to say I’ll be live streaming today at 7PM GMT, hopefully playtesting new vehicles in Valor & Victory: expanded to 1982 Lebanon.  We have Israeli M113 Zeldas (troops transports and gun IFVs) along with Palestinian technicals (with DShK 12.7mm HMG and ZU-23-2 twin autocannon).

Hope to see some of you there, to see how these new units work!

Sitrep Twitch Channel

Sitrep Live Stream: 7PM GMT

Supported by (Turn Off)