My RLHO (real life human opponent) and I managed to get together for a game and being time constrained opted for what a tanker.
No the cat was not my opponent-it just stomped off once it realised there was nothing worth chewing.
In the end we managed three games.
The board was a small table which speeded things up.
And then I insisted on bringing my early war/useless tanks while my opponent opted for late war kit.
Having teased him about always deploying German kit because it games so well, he deployed Russians in the first two games.
The opposition consisted of a t34/85 and a SU100? Well that’s what he paid for.
My points tally was a bit lower for my three tanks – I paid for a honey, mk1 Churchill and an M3 Grant so I upped the Churchill to a later mark to get equal points.
Of course “what a tanker” is a giant dice throwing game and I brought my loaded dice – heh heh.
He couldn’t find his buildings and I had just brought one for the hell of it.
Out of the blue a road down the centre of the board suddenly became a canal.
Just maybe I could isolate one of his tanks for two against one opportunity…..
Oh yes no problem except my loaded dice tend to fire ones or the wrong command dice combos and definitely not multiple fives and sixes.
The M3 Grant survived a few turns and then died in one dice bombing quickly followed by the Churchill.
Meanwhile the honey lasted a few rounds before again a dice bomb killed it off.
Definition of insanity is doing the same thing over and over but expecting a different outcome……
The canal became a road and the Churchill deployed to dominate it. It was the same set up with two powerful Russian tanks versus three allied tanks albeit the Churchill was a later mark again.
It made no difference the Russian dice bombs returned yet this time the Russian dicing bombed – especially the saving throws! and I finally did manage to do damage. So much so he ran out of tanks so to speak.
Quantity has a certain quality after all.
Victory to the allies
I had picked the first scenery set up so my RLHO swapped to “capture the hill” and out rolled some late war German armour.
An M18 was added to the allied pile. It made no difference though.
My honey tried to soften up the jagdtiger Later the jagdtiger having shrugged off the honey took out my Churchill on the hillThe Elefant killed the M3 Grant while the jagdtiger took out the M18 – classy camouflage on the part of the jagdtiger
The allied tanks had all stuck around for at least a few turns before German dice bombs struck quickly and efficiently.
Ok so let’s get the loot out of the way – Yep zilch purchases 😱. Well ok not quite…..
Cash buy £2, which is just as well because I forgot to bring a wad of cash…..
Yep no cash on me and of course I saw plenty at the bring and buy………lots of frustration.
It then got to 15:30 (that’s another story for lower down) and I finally spent some money….
More to follow on this…
The show was “packed to the rafters” – I arrived late (for me) at 11:00. Then took an age to find a parking spot, literally there was no room left and certainly no one to tell you if there was some less obvious spaces.
The usual set up and lots of regularsNo figure for me – clearly there were more than 500 at the show more like 5000 – I jest.
I got in and immediately found some obvious bring and buy purchases in the new awning area at the main entrance but then realised I had no cash so moved on. I did a full circuit twice before some refreshment.
I would say noise levels were vibrant to say the least.
Here is my selection of pics, clearly not necessarily the best – whatever that means – but things that caught my eye.
As always click to get the bigger picture
Crazy giant RISK game 😁Intriguing RPGAction ACWI have that book but alas not the figures Small table but intense activity Surprised it had not happened before Prewar France was more bonkers than Britain My memorable demo of the day
So I also got preoccupied with planes again…
Some more table envy
Impressive tanksImpressive tanksAtmosphere but get that tiger outa my way!I like bodkins demo’sRolling fields Fun burrowsAnd badgers 😁Loaded tables are not my bag but I have always liked the figure range Something a bit different Nice figuresSome nice inter war action A winter scene The town makes the difference for me
A few more…..
Some serious facesAnother biplane Looks innocuous on first lookStill innocuous Wait their a bit odd Aaaargh it’s the MartiansScary camera shake 🤣A glut of Martians?A horde of steam tanks Sparking into life maybe 🤔 Ship ahoy A full consignment of stirrers sits idle. Obviously few modellers at the show this year!
Ok that was a bit tongue in cheek, so now for the highlight – a game. In the afternoon I played Chris’s not quite mechanised Crete 1941. My guide was from Boston but I forgot his name: Sorry. Anyway he explained the game basics and led me through a few rounds which saw my Australian forces drive the Germans back.
My mission was to boot the Germans out of Khania and I did!Close up of the actionRules guide on a board – easy to see
The rules are a neat combination of grid but given a wargaming look with 15mm figures densely occupying the hexes. The variable scales used for buildings, tanks, ships and aircraft tell you this is an abstract however the look is really good and the detailed vehicles especially are not regimented in style or painting, so you get a gritty result.
The rules are quick to pick up and give you the headaches of logistics, resources, ammo, positioning, energy for attack and indeed tenacity of defence.
Needless to say I enjoyed playing the game which is why I found myself shopping at 1530. And now I have a copy of Chris’s rules but no forces, I face yet another wargamers dilemma: Do I start another project 😱
Thanks for the chats Chris and a great scenario to play in.
All in all a great day for me at the Other Partizan.
Today is another one of those event days – actually I guess there are more than 365 event days celebrated so every day is probably an event day these days. Wow that a lot of days in one sentence!
I am currently reading Desperate Venture by Norman Gelb. It is a book about the WW2 North African Invasion by allied forces in 1942. Invasion is a moot point given the Allies aimed to meet no material resistance from the Vichy French holding this colonial part of the French Empire.
Of course everyone knows what happened – or do they? The Normandy landings 18 months or so later tend to crowd out other WW2 stories: It’s not just the forgotten 14th army and everyone else fighting the Japanese in Asia who get less coverage.
Which is unfortunate because Operation Torch enabled the Normandy landings to be an outstanding success. Well that’s my untutored view. Norman Gelb is in the “Torch delayed the Normandy landings and that the war with Germany ran two years more than necessary” camp.
Yet his book is an excellent read – pacey but full of content – he makes every word count. Although I have yet to finish the book, I can recommend it. If you buy just one book from a war and politics perspective on the North African campaign then this is spot on.
I have written about other Operation Torch books in previous posts as well as books on the high street and other book event days. All grist to the mill as they say.
Yes I did buy desperate venture from a bookshop but not my local one and it was a charity shop so I guess they might not really count. But then again if you’re reading printed material that’s good: If you’re reading printed material bought in a bricks and mortar shop then thats great!
Simply to find such a rare beast in a bricks and mortar setting made me buy it. I mean I had no interest in anything beyond my recently set limit of 1870 (up from 1735 due to discovering the wargame delights of 1848).
I bought it, I read it, I was energised! Suddenly I had this idea to start a small side project with limited objectives.
Buy from real shops – bricks and mortar
Use the book idea
Limit the forces to those in the book
Use Fauxterre
Fauxterre has become my catch all imaginations world for gaming ahistorical forces and situations. Although it is really fantasy that term implies dragons and otherworldly ideas. So Fauxterre 1930 was born – one of several realms……
In this case instead of Red v Black I would have Ochre (Vossakia v Azorians) Brown. Ok so the Vossakians look a lot like Russians and the Azorians have more the a passing resemblance to early war US troops.
Charles Grant used readily available models and figures in 1/72 and 1/87 and also used hannomags for both sides.
The theme with ahistorical imaginations gaming is you can mix it up.
Despite deciding to follow the book process I did not want the book period of late WW2. Instead I wanted prewar – biplanes, poor tank development and hardly any blitzkreig etc. ok so monoplanes and tank modernisation would figure alongside motorised units. In other words a bit of everything.
And then I created two projects after rushing to buy the figures in my local shop which I liked. Yes the plastic soldier company Russians were suitable for 1930’s use and so were the US soldiers (1942 m1 helmets though) but for some reason I had a split personality moment and opted for them to be later prewar!! While some other shop bought figures became early prewar: This was solely due to wanting some Adrian helmets in the period. Of course in TORCH 1942 you get Adrian helmets up against M1’s but that’s yet another story.
Confused? Yep the problem with making it up is being consistent with your invention……….no chance!
Back to Fauxterre 1930. I quickly got plain infantry for both sides painted then read about the PSC US support troops scale problems – this typical dip in the project track simply derailed the whole thing!
It’s just one of those things. Since then the project has acquired a lot more equipment (all in the paint queue) and other figures (all in the paint queue) and even some aircraft – yet more distraction.
Finally though, I have managed to heave some figures over the line.
Back to the Russians again, I do like the sculpts (except the flat guy who seems to be reaching between two walls…..)
Anyway first up we get some machine gunners
Then we have some mortars light and medium?
Then we get a couple of anti tank rifles
And finally a couple of 37mm anti tank guns.
In the foreground gun said squeezed sculpt is almost facing camera – ok he looks alright after all……..just real shoulder ache.
Not sure when the next completion might appear though. Either way these chaps will join the infantry who have already had some escapades
Peter Pig (PP) have a history of promoting rules which are a little bit different in an engaging way. For the gamer there is an enrichment with pregame activity and this also helps the soloist. For those who like total control and the key variable simply to be them – the general’s actions, then these rules may seem too restricting.
Poor Bloody Infantry (PBI) is PP’s WW2 game. And I say game advisedly. Although PP makes clear that the rules have been well researched to enable necessary compromise for game play, the purpose is an enjoyable game between well matched forces.
The key differences I guess are the prebattle steps, then the use of large control grids (no tape measures please) and what once used to be novel – unit activation.
The success of PP over the decades has seen many other rules writers copy the pregame idea and certainly utilise the activation sequences. PP has a long history of rules development and making a real effort to “design in” their research while retaining game play.
I wanted to get my latest painted figures on the board again, so opted for a PBI game as it had been a few years since I played it. In fact I had to rebuy the ruleset as I had got rid of my original copy in a massive clear out of all wargame things post 1735! Silly me.
Narrative Background
The Vossackians had surprised the Azorians who had over extended their advance and were forced to retreat. The resulting chaos with only a single main route caused the Azorians many problems. The Vossackians failed though, to fully capitalise on the situation. As a result of being well forward, Senior Lieutenant Saray was ordered to advance on a road junction which appeared to be of value to the Azorians in their retreat.
As it happened Captain Turner had orders to secure the same road junction to protect other nearby routes of Azorian retreat.
Both commanders were advised that supporting troops would soon be provided.
As dark clouds gathered overhead the two forces unwittingly collided.
The Forces
Vossackia – Senior Lieutenant Saray had 3 platoons of rifleman, SMG’s and LMG’s. Junior Lieutenant Zhelezo and Junior Sergeant Stali led a platoon each. The platoons were slightly mixed up owing to allocation of replacements and issues with logistics.
Azoria – Captain Turner had Garand armed rifle platoons supported with BAR LMG’s. The Azorians had suffered in some previous actions so were not up to strength. Lieutenants Bacon and Bean led a platoon each.
A Map is to be found at the end of this post.
Lieutenant Bean and his platoon crept along the main road seeking what shelter they could. At least they had reached the road junction without incident.
Note the tough hedgerows! they make a grid harder to leave in PBI. Cover affects movement in an abstract but logical way.
Activation is about mobilising possibly reluctant movement by soldeirs under direct fire. As you will see lack of movement and even pinning the opposition is key to allowing your own freedom of movement.
Peter Pig use groups (figures assumed based together). Rifle figures are in 3’s and LMG’s are in pairs of figures. SMG’s are in 3’s while leader groups can be 2 or 3 strong.Lt Bean brought up the rear. He had good activation to get to the road junction.Hang on I can see movement beyond that building in the distance…………..SLt Saray calmly responded to the excited shout of Junior Sergeant Stali – enemy spotted…..to the south of the main road and east of the South Lane, Lt Bacon had occupied a position which looked defendable. Not a moment too soon as Junior Lieutenant Zhelezo pushed his men forwardA section of Vossackian rifles rushed a nearby group of buildingsSLt Saray had quickly directed fire on the exposed leading section of Lt Beans platoonfurther damage was inflicted on Beans platoon on the Main Road. JLt Zhelezo gathered his men and exhorted them to be brave and unafraid as they assaulted the Azorian strongpoint. Lt Bacon was confident.Lt Bean’s platoon meanwhile was taking a hammering up on the main roadhowever a rash attack on the road junction by SLt Saray ended in disaster for the VossackiansJLt Zhelezo and his men continued to soften up the Azorians in the strongpoint, always building their momentum for an assaultAlthough driven from nearby buildings the Vossackians had now built up some strength. Captain Turner had also responded by sending more of his men to support Lt Bacon.At the road junction Lt Bean with the remains of his platoon fought off ever increasing numbers of VossackiansAnother assault goes in at the road junction with further damage being done to Lt Beans exhausted platoonLt Beans platoon or what remained of it were isolated and surrounded – overrun……The Vossackians took the road junction and were presented with the whole flank of the Azorian position as the fight for the strongpoint had sucked in most of Captain Turners reserves. At the strongpoint the Azorians were suffering.shattered Lt Bean stayed in cover at the road junction. The Vossackians pressed further west. Now Captain Turner had begun to extract some men from the strongpoint but it looked too late.Captain Turner came under attack just west of the road junction in another strongpointThe fight at the East strongpoint was still being hotly contested, but finally Lt Bacon’s strongpoint position was overrun And then the Azorians got lucky – a minus 6!The heavens opened and it turned pitch black in an instant, the Azorian Captain Turner retreated while his two trusty Lt’s Bacon and Bean still actually held their positions – grilled and baked!
Game Over!
This battle narrative came from the actual game. It was most enjoyable seeing the encounter fluctuate before ending. PBI tells you that “ebb and flow” is part of the game design.
Some more PBI rules came into play during the game.
First was the arrivals of troops. In the pregame journey on the equivalent of a snakes and ladders board the Vossackians with the advantage failed to get a clear superiority in numbers and prevent the Azorians gathering sufficient forces for the action.
The Vossackians posture under the rules was agressive while the Azorians was only responsive.
I think the rules are good at covering troops on the board at game start and those being fed in. Another variable to add flavour.
Three objectives had to be taken by the Vossackians for game victory.
The East Strongpoint
the Road Junction
The West Strongpoint
The Map
A countdown tracker starting at 23, and reducing, using 1d6 per turn meant game length was unknown.
The battle started well for Vossackia as the Azorians advanced allowing early contact and then finding the dice rolling for them. The Azorians quickly lost any parity on forces.
But later the rules around activiation started to work against the Vossackians at the critical moment. Things also slowed at the wrong moment.
To cap it all the countdown dice rolled for the Azorians with too many 6’s including the last one when the tracker was at 5. So the game ended early.
Cue – mega thunderstorm.
The positives are you get a fairly quick game – no measuring movement or ranges helps.
The abstraction that allows close proximity of opposing forces requires a bit of getting used to. I used the 6″ grid for 15mm with 20/25mm or 1/72 size figures. Maybe an 8″ (for 28mm figure) grid would give a better look.
What looks like contact isn’t. Contact is a process called assault and requires a lot of momentum to achieve.
The abstraction includes the proximity of the figures who spend some time in adjacent grid squares waiting to build momentum for an assault or simply erode the enemy through fire. The latter requires a decent advantage in numbers but the former is risky without overwhelming force.
The Vossackians lacked any heavy weapons or support which kind of reflected the “encounter” nature of this Scenario. And probably meant the Azorian victory was the right outcome.
Verdict is I will play PBI again.
I use a 2006 edition of PBI – easily picked up at show bring and buys (when they return) and on ebay. Of course Peter Pig will sell you the latest edition with improvements from over a decade more of game play. And PP also offers a fantastic 15mm range of figures and vehicles which, if I was not hooked up to 1/72, would suit my needs.
Roll on the Vossackian advance in Fauxterre 1930+……
For the soloist, looking into the eyes of an opponent and not via a screen is a surprise – a nice surprise.
In this case it was a “live” wargame for a soloist. What to play? Time of the essence – it had to be quick. Although Neil Thomas is invariably a draw, it was “What a Tanker” (WaT) by Too Fat Lardies that won the decision.
with a bit of notice a suitable scene was created – the crossroads was supplied by Coritani at the Fiasco Show
I set up a congested scene after a recent solo run out of WaT had proven to be a bit too much of a target practice event.
Points tally was dictated by wanting at least 3 tanks a side playing wide across a 6’x4′ or 1.8m x 1.2m board. And with one gamer wanting big German tanks to figure, we ended up as follows.
Germans (43pts)
1 Pz VI Tiger I 21pts – armour 10 and strike value 10 with slow moving turret and heavy armour
2 PzIV E-F1 9pts – armour 5 and strike value 4
3 PzIV H-J 13pts – armour 6 and strike value 7
they were up against
British (45pts)
1 M3 Honey 9pts – armour 4 and strike value 4 Fast
2 M3 Grant 10pts – armour 4 and strike value 6
3 M4 Sherman 12pts – armour 6 and strike value 6
4 Sherman Firefly 14pts – armour 6 and strike value 9 slow mover
The British were so short of tanks the Honey had to be sent into action in bare metal (ok plastic) and some white primer!
The scene was near a destroyed bridge with a village of sorts clustered around a crossroads.
What a Tanker requires scenery classification.
The starting points were random. The tiger was in one corner. The M4 Sherman was opposite. The weaker PzIV EF and Grant were at the other flank. In middle the Honey and Firefly faced off the other PzIV HJ.
Everything was a minor obstacle except for some tough hedgerows which being MAJOR obstacles required extra effort to cross. These were my recently completed “sponge hedges”.
Victory conditions for this game were destuction of all enemy armour.
The hedgerows at the top of this photo drove both the German PzIV EF1 tank and its M3 Grant into the village with mixed results.
The Germans were a bit sluggish yet the Tiger took out the fast M3 Honey even before it moved. Things were not looking good for the British. The M4 Sherman (in the wide open) and opposite the Tiger had maxed out on moving (getting lots of drive dice to use in its first turn) and also rolled high (you roll dice for inches of movement). It promptly raced for the relative shelter of the village.
The Firefly was soon engaged with the PzIV HJ and stayed on the west road exchanging light damage.
The Tiger struck again and the Firefly was no more.
The Firefly succumbs! as later does the PzIV HJ – west street was littered with destroyed tanks
The odds were still stacked against the British. Fortunately the Tiger failed to get “drive” dice and the remaining M4 set about the PzIV EF1. Meanwhile the M3 Grant which had struggled to do anything useful managed to get on the north road despite halting in line of sight of the Tiger which this time failed to “acquire” dice for an easy target ( the tiger was at one end of the board, the Grant at the other – 72 inches away).
The Grant then scurried into south east wood before heading north!
Finally some better luck for the British as the M4 took out the PzIV HJ – striking at its weaker flank. Yet the Tiger was now hunting in the village.
The Tiger stalks the M3 Grant at very top left – it really is there! – but it is just a glimpse as the M3 scuttles away
Now the Tiger was really on the move and almost caught the tail of the M3 Grant. Random movement allowed the Tiger to then reverse back onto north bridge road to confront the M4 Sherman that had carelessly decided to chase the action.
The Tiger reverses back onto north road to deal with that “2 kills” M4 Sherman
The M3 Grant continued to skirt the east side of the village arriving at the north end of the village at exactly the right moment – what a journey!
Finally the M3 Grant arrives at the actionNo fire dice? with Tigers you can simply crush the opposition………..
The Tiger dice were thrown and they were “drive” dice and no “fire” dice. The Tiger simply drove straight into the M4 Sherman and then – nothing – it failed to crush the M4.
Failing to crush the M4 Sherman led to the M3 Grant getting a free shot at the Tiger’s slightly weaker rear armour.
At that point the M3 Grant had completed its own circumnavigation of the village and acquired the weaker armoured rear of the Tiger 1.
At last the dice really went with the British and another lucky shot destroyed the Tiger 1.
really lucky dice by the unfashionable M3 Grant
Game over!
Gaming tools include measuring sticks, tape measure, dice and dashboard indicators for loaded, aimed, target acquired and buttoned
This game had all the twists and turns WaT offers. After the early dice rolled well for the Germans, luck ran out later on as the British crucially threw two sets of “tank destroyed” dice.
Great fun and we even gave the “oldhammer” measuring sticks a run out.