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Camp Sawyer
United States
Приєднався 5 бер 2011
Hello all viewers, I have been wargames for quite a while now and have been keeping AAR records start with paper and pen, graduating to the internet and blogs records and now to UA-cam to video the plays. I look forward to continuing the AARs and having special play throughs as well. All ranges of classic and modern hex and counter style games will be featured, with different plays and odds and ends thrown in to keep it interesting. Hope you enjoy the videos.
Panzer North Africa - Scenario 75 - Second Alamein: Operation Supercharge. Turns 1 & 2
Back to Panzer North Africa for a solo El Alamein scenario. General Montgomery releases his second attack against Rommel's defenses outside of El Alamein. This is a solo scenario with the player attacking with Commonwealth troops to break the line and push Rommel back. Enjoy.
Переглядів: 89
Відео
Panzer North Africa - Scenario 75 - Second Alamein: Operation Supercharge. Introduction
Переглядів 1607 годин тому
Back to Panzer North Africa for a solo El Alamein scenario. General Montgomery releases his second attack against Rommel's defenses outside of El Alamein. This is a solo scenario with the player attacking with Commonwealth troops to break the line and push Rommel back. Enjoy.
SPI Dreadnought Dogger Bank Turns 9-12 and wrapup
Переглядів 79День тому
Dogger Bank has the British battle cruiser chasing the German battle cruiser back across the North Sea. Eventually catching this in the Dogger Bank area, they engaged them in a hope to slow or wreck them before they escaped back to Germany. This is the last turn of the game with heavy damage on both sides. BGG: boardgamegeek.com/boardgame/4236/dreadnought-surface-combat-in-the-battleship-era-1 ...
SPI Dreadnought Dogger Bank Turns 5-8
Переглядів 14921 день тому
Dogger Bank has the British battle cruiser chasing the German battle cruiser back across the North Sea. Eventually catching this in the Dogger Bank area, they engaged them in a hope to slow or wreck them before they escaped back to Germany. This is the mid game and maneuvering for advantage BGG: boardgamegeek.com/boardgame/4236/dreadnought-surface-combat-in-the-battleship-era-1 SPI Games: spiga...
SPI Dreadnought Dogger Bank Turns 1-4
Переглядів 15528 днів тому
Dogger Bank has the British battle cruiser chasing the German battle cruiser back across the North Sea. Eventually catching this in the Dogger Bank area, they engaged them in a hope to slow or wreck them before they escaped back to Germany. This is the initial contact and opening salvos for the battle. BGG: boardgamegeek.com/boardgame/4236/dreadnought-surface-combat-in-the-battleship-era-1 SPI ...
SPI Dreadnought introduction and rules review
Переглядів 21928 днів тому
This is an introduction to the SPI Dreadnought Surface Combat in the Battleship Era 1906-1945. I look at the game and review the rules and changes to the rules to make this a simple tactical ship combat game. I also show Vassal updates to the game. BGG: boardgamegeek.com/boardgame/4236/dreadnought-surface-combat-in-the-battleship-era-1 SPI Games: spigames.net/
Ardennes '44 Initial German attack 16-18th
Переглядів 412Місяць тому
For the 80th remembrance anniversary I have Ardennes '44 from GMT on the table. I have played through the six turn scenario to the afternoon of the 18th. At this critical point the Germans are behind their schedule and needs to press the attack. Join me for that turns play through to find out if the German get back on schedule or the Americans block there effort.
Western Front Ace - French Campaign - Marcel Hugus
Переглядів 4983 місяці тому
Something a little different with a Solitaire game of Western Front Ace. I had a great opening dogfight with a German Fokker D. III . I also brought out an classic game to give some visual detail. Enjoy.
Tattered Flags - Into the Whirlpool - Intro play of Scenario 1
Переглядів 5124 місяці тому
Into the Whirlpool is the updated game from Hermann Luttmann dealing with battle in Rose's Wheatfield during day 2 of Gettysburg. This regiment / company level game shows tactical action in the small area of the field.
Battle of 3rd Winchester - Turns 5pm to End
Переглядів 1274 місяці тому
The 160th anniversary of the Battle of 3rd Winchester this playthrough for Death Valley from GMT games. We will fight through the battle looking at the decisions that had to be made at a tactical level. This will not be a replay of the battle but a situation of given the same setup parameters, what my decisions and choices are for the flow of the battle at the tactical level.
Battle of 3rd Winchester - Turns 3pm and 4pm
Переглядів 1554 місяці тому
The 160th anniversary of the Battle of 3rd Winchester this playthrough for Death Valley from GMT games. We will fight through the battle looking at the decisions that had to be made at a tactical level. This will not be a replay of the battle but a situation of given the same setup parameters, what my decisions and choices are for the flow of the battle at the tactical level.
Battle of 3rd Winchester - Turns 1pm and 2pm
Переглядів 904 місяці тому
The 160th anniversary of the Battle of 3rd Winchester this playthrough for Death Valley from GMT games. We will fight through the battle looking at the decisions that had to be made at a tactical level. This will not be a replay of the battle but a situation of given the same setup parameters, what my decisions and choices are for the flow of the battle at the tactical level.
Battle of 3rd Winchester - CSA Cavalry Charge
Переглядів 1064 місяці тому
Battle of 3rd Winchester - CSA Cavalry Charge
MBT Scenario1 - First Clash - Turns 7 and 8
Переглядів 994 місяці тому
MBT Scenario1 - First Clash - Turns 7 and 8
Battle of 3rd Winchester - Historical Writings and Getty's Activation
Переглядів 774 місяці тому
Battle of 3rd Winchester - Historical Writings and Getty's Activation
Battle of 3rd Winchester - 10am and 11am turn
Переглядів 1264 місяці тому
Battle of 3rd Winchester - 10am and 11am turn
Battle of 3rd Winchester - Shock Attack and 9am turn
Переглядів 1094 місяці тому
Battle of 3rd Winchester - Shock Attack and 9am turn
MBT Scenario1 - First Clash - Turns 5 and 6
Переглядів 894 місяці тому
MBT Scenario1 - First Clash - Turns 5 and 6
Battle of 3rd Winchester - Turns 5am to 7am
Переглядів 1294 місяці тому
Battle of 3rd Winchester - Turns 5am to 7am
MBT Scenario1 - First Clash - Turns 3 and 4
Переглядів 994 місяці тому
MBT Scenario1 - First Clash - Turns 3 and 4
Battle of 3rd Winchester - Introduction
Переглядів 1244 місяці тому
Battle of 3rd Winchester - Introduction
MBT Scenario1 - First Clash - Turns 1 and 2
Переглядів 5145 місяців тому
MBT Scenario1 - First Clash - Turns 1 and 2
MBT Scenario1 - First Clash - Introduction
Переглядів 2425 місяців тому
MBT Scenario1 - First Clash - Introduction
Firefight Scenario 1 US attacks a Soviet held town
Переглядів 2825 місяців тому
Firefight Scenario 1 US attacks a Soviet held town
Panzer Solo Scenario 36 - Turns 16 to End
Переглядів 805 місяців тому
Panzer Solo Scenario 36 - Turns 16 to End
Panzer Solo Scenario 36 - Turns 15 & 16 - Out maneuvering the French tanks
Переглядів 455 місяців тому
Panzer Solo Scenario 36 - Turns 15 & 16 - Out maneuvering the French tanks
Panzer Solo Scenario 36 - Turns 13 & 14 - French tanks press the attacks
Переглядів 775 місяців тому
Panzer Solo Scenario 36 - Turns 13 & 14 - French tanks press the attacks
This will be interesting to watch!
Thanks I think it will be interesting soon.
This seems to be a large scenario, Alan. Lots of open ground. No Arty, ouch.
Yes Jeff, this is proving to be a tough approach to the minefields.
I can’t believe I bought this game. I don’t know what I was thinking. I’m overwhelmed just listening to you walk us thru the set up🤦
Ted, please send over questions if you have them. Also interested it thoughts on making better.
@ not sure how it happened, but that comment was supposed to be for Panzer North Africa, which I watched just prior to this one. I am not familiar with THIS game at all. Sorry for the confusion
@@tedbrayton No problem. This scenario in Panzer is probably the toughest I have tackled, but it is a great puzzle to me.
Thanks for the video! I’m looking forward to your playthrough. This scenario looks like a beast and should be a lot of fun; so many different unit types. I’m a fan of the Panzer system, but I don’t get to play it much. I’m so pathetic I haven’t even removed the shrink from my copy of PNA. So, I enjoy watching others play. That being said, I was looking forward to the second installment of your Panzer playthrough with Rough and Tony yesterday. I hope you guys didn’t decide to call it quits. Thanks, again. Cheers.
Thanks for the view. Yes this should be fun. Minefields are a breast in this game so trying to break them under fire will be interesting. Next Friday for the continuation of Tony and Roughs game 2/14
Great stuff. Really enjoy how you are doing this!
Thanks Russ. There will be more.
The sights on those Panzerjägers must have been malfunctioning! And quite a few Panzerfausts flying wild into the surrounding walls...
I think when the game starts, all the enemy hidden units should have OW Commands by default. Also, according to the hidden units rules, a hidden unit is auto revealed if it does Direct Fire - but it's unclear whether the solo rules change this.
Thanks for the view. The commands in the solo mode is based on a chart. Most likely defending hidden units will end up a Fire or OW cmd. For the auto revealed of hidden units the solo rules have a method for there reveal to incorporate dummy hidden units.
Cool! Thank you for posting this!
Just stumbled on this video.. I was like. i have this game, somewhere, i just saw it last week.. I ran down to the war room and sure enough. right there near sniper, and others.. opened it up and there are still pieces that are connected together.. never got to play it much... was traveling the world in the Navy. so not much room on a carrier to play this one. even though D&D was the game on the chow decks in off hours... my my my, how we have progressed in gaming.. I started in the 1968 time frame, with chess as the prep, then I moved into games.. now I get games by worthington. GMT, Compass games ETC, ETC, ETC, (picture the King and I).. I guess they, [modern designers] listened to my prayers and wishes for more detailed games... come on drones.. come on drones.. I thought of that crap in the 70's and 80s with remote controlled airplanes.. I even hit commercial and military targets with my games back in the 70's... how about hyper-sonic rods from space hitting cities. political leaders.. etc... scary world we have come from , when only chess was what we learned, and risk... LOL good luck world. only one way out...Guess..
Thanks for the view. I need to get back to this series contrasting old and new. But it is a fun quick play game.
This series is going to get this on my table
Thanks for the view MacMurray. It is fun, but the rules do have "warts" as I said. I will be writing up some small changes to help.
Are your charts available somewhere? Thanks for breaking out an old favorite
@mikehovey9452 Thanks for the view. I am going to post my changes and soon. Just need a little more tweaking on the screen units.
Comprehensive playthrough, very cool.
Thanks for watching WARdROBE. I forgot the fun of just blasting away at each other.
👍👍
Was there anything that SPI wouldn’t attempt? Oh, my youth!
Yeah, SPI was a machine in its day.
Interesting developments! A bit risky for the Soviets, but they were often urged by commissars to rush into the enemy, so not unheard of 😊 We shall see the engagements in Turn 8!
Glad you enjoying and thanks for the view
Watching a year later, to get back to Panzer a bit :) Great content!
Such a cool solo system. I hope they implement it for MBT one day. I did see someone post a way to convert panzer scenarios into solo ones so maybe it could be done for MBT as well somehow.
Thanks for the view. Yes, MBT can use this system already. In the new Panzer North Africa, the system is extended for the North African battles so I would expect that some point this will extend to MBT.
Thank you for dropping by our play through.
Good Sunday evening sir. Going to play the old Avalon Hill-Battle of the Bulge. Still need to set it up.
Watched again pulled AH Battle of the Bulge. CRT is frustrating. Next year Compass, Bitter Woods.
An engaging vid. Play-throughs are always welcome!
This system is really fun. The flow feels very historical, and the activation adds some historically accurate chaos. The plodding Union advance against Perryville and the arrival of severely delayed reinforcements at the Crossroads just too late to be decisive feel accurate to Perryville, but it's not only luck; I do feel like you weren't aggressive enough in the south with the activations you did have, which adds even more to the flavor of how plodding the advance was. The random events are delightful with the little narratives they create, especially when they string together. The one place where historical flavor fell short is that it didn't feel like there was enough attrition. It really felt like recovering units was too easy. Historically, the fighting at the Bald Knob and Starkweather Hill inflicted 40% casualties on both sides. With those kinds of losses, morale is almost irrelevant; Starkweather isn't going to be able to rally and hold off assaults by fresh troops, Maney and Stewart won't be able to keep up their assaults. It really feels like rallying units over and over should be much harder. Other than that one thing, this looks awesome! Thanks for presenting it so completely here.
Your thought on the attrition is interesting as I have heard that the causalities are too simple and there is not a steady reduction as some other systems have. Recovery is binary as you are either battleworn or full strength for direct casualties, but nothing to model the effects of time in battle.
@@campsawyer I mean, it makes sense. It's a deliberate design choice; complicated casualty systems can quickly become an overwhelming nightmare to keep track of, with every counter having different scores. This system might work better in other battles, but given how ferocious Perryville was, it feels strange that a unit can just keep rallying, no matter how many times they get blasted. I'd suggest a system where, the more rallies a unit has done, the harder it is to rally again - but even there, I'm not sure how you would keep track of that without massively complicating the game. I don't think it's a bad design decision to simplify attrition like this for ease of play; I just wish there was a way to have a more historical-feeling attrition without overburdening the rules.
I must admit, despite the victory point counts, this feels like even less of a Confederate success then Perryville historically did. Confederate achievements aren't practically very much greater than they were historically. I Corps is even more battered but still unbroken, more ground has been taken. But ultimately, Bragg has failed to deliver the knockout blow to I Corps that he needed. Even worse, night falls with Union forces already in Perryville. They might not hold the victory hex, but that still leaves Perryville unsafe for resupply or even retreat. Bragg is going to have to abandon the field as he did historically, but he'll have to do it along back roads, and with even heavier losses then the historic battle. This isn't a complaint against the scoring system overall; a traditional victory at Perryville was going to be almost impossible for Bragg to pull off. That said, "decisive victory" does seem an overstatement; maybe Perryville should be worth 20 VPs, with any hex in the town counting. Union occupation of Perryville, even just at the edge, makes it much harder to claim even a tactical victory; it's certainly more valuable than either VP hex on the north of the field.
Thanks for the thoughts on the end of this one. I believe I have Buell being more aggressive in the southern part of the field that what was historically, which made this more of the classic "turning" battle than what it was. The fighting in the center was generally on par with the historical narrative, but a bit more aggressive at the end for the CSA for the VP hexes. I think we tend to do that with these games due to the VC's. Also this have very good replay-ability and would like to try this again in the future.
@@campsawyer The attack against I Corps was almost a mirror image of the historical battle; instead of the drive from the north getting halted while the drive from the east nearly makes it to the Crossroads, the drive from the east was halted while the drive from the north reached the Crossroads. Buell activating earlier definitely shaped the fighting decisively, though even with a quicker reaction, the Union push towards Perryville was more of a slow and cautious advance then a proper drive - more aggressive then historically, but not by anywhere nearly as much as it could have been. If you play another scenario (or even this one again; Buell activating later would give the fight a totally different feel), and decide to make videos of it, you have my watch! I'd offer to play you, but I don't own the game, and also live on a different continent.
As night falls, the Dixville Crossroads are a scene of utter horror; assault and counterassault, with canister shot from both north and south sweeping across. The Crossroads are littered with countless bodies, testament to the ferocity and desperation of the fighting.
I can't think of a better climax than a final desperate Confederate charge at the Crossroads, being driven back by heroic Union resistance. My headcanon is that the regiment of Webster's Brigade that's isolated out further ahead delivered a flanking fire that broke Stewart's charge. Starkweather's men have fought even more heroically here than their historic fight.
Yes, this was one of my best playthroughs right to the end.
Are the Crossroads more valuable in VPs then the other VP hex by the cavalry? If not, wouldn't it be a safer bet to go after that hex? It seems like that would have much better odds of succeeding.
Thanks for the question. It has been a year since I played, but I believe the VP hex by the cavalry is a big one, something like 10 points vs vp for the Dixville crossroads.
That attack by Harris and counterattack by Johnson felt so very Civil War. A brigade surges forward due to chaos, drives the enemy back some distance, but is driven back in turn. Awesome system.
Thanks for the view. This is why Hermann's designs are so good, the base system supports the tactics of the times.
Buell seems to be reacting a lot quicker than he did historically. And it seems like I Corps is going to badly need that earlier support to hold on.
For my part (at least with this rules set; other rules sets might have different feels), I would have preferred if each turn was played out in full like the last one. The nice thing about watching on UA-cam as opposed to TV is that I can go through the less interesting phases with increased video speed, and then slow down to get the detail when it happens.
Historically ferocious fighting at the Bottom House and Starkweather Hill. The back-and-forth fighting really brings out the Civil War feeling, especially at Perryville.
This is excellent, love it when people put games together, like this!
Thanks Nangwaya. You had a something to do with this as I took inspiration from your game development.
And three missions I believe got home with nothing to show of it. Probably got home and barely made it across. No man's land to friendly lines before crashing. Lots of fun
Thanks for the view Charles. It is a tough game and go sideways very quickly.
My last time playing a couple months back I was flying as a Prussian pilot and managed to score 19 kills and making it into the middle of 1917 before my luck ran out. Got jumped by a much faster French plane that just had me dead to rights and there was nothing I could do at at that point but get shot up and down I went. Really fun game Alan!
Thanks Nordic. It is fun the collaborative effort is fun too. Get to read others actions and compare. It is not that easy to make it all the way through
@@campsawyer No it isn't. You really gotta earn it in Western Front Ace and that is what makes it a fun game to play. We should consider finding a few people on the FB group to play the game flying in the same squadron and do after action reports on our sorties.
Bravo Alan for your creativity in combining the WFA format with the old tactical map and biplanes from the classic Dogfight game. I’m a big fan of WFA and currently participating in the same FB campaign (as Lt. JP La Valle in C Flight). Per that, I have been enhancing the tactical level aspects of flight and combat by employing the Aces of Valor map board for the former and actual miniatures of the various planes from GHQ for the latter. I hope you continue to post vids for the campaign of Marcel Hugus and that they will include our very challenging missions of Balloon Busting and Ground Attacks. In addition, I feel it would be a nice touch to showcase this exceptional game format by featuring a bit more (visual) detail on actual mechanics of at least combat by showing the dice rolls for initiative and damage along with the actual damage table as a point of reference. Regardless, keep up the good work and bonne chance to Marcel Hugus along with all the brave pilots of Escadrille N 350…!
Thanks for the view and glad you are onboard with the French campaign. You mention GHQ models, I was looking for some actual Nieuports and Fokkers as mini's but have not been successful finding any reasonable models.
As a kid, I had that game in the 1970s. Sadly, it is long gone. I am currently playing Western Front Ace, but I'm not involved in the campaign you mentioned. Using the plastic models and going through each round was very instructional. Thanks for the video.
Thanks for the view. Both are great games and I can now see some evolution to WFA from Dogfight.
Excellent run through of the infantry shock combat procedure.
Thanks for the view and glad it helped.
Thanks for running through the mechanics of the cavalry charge. I didn't realize how effective they can be in the GBACW system. I always tend to shy away from charges (especially frontal assaults). Now, I will consider using them in the right situation.
Thanks for watching and the comments. I do feel the cavalry charge is overlooked in GBACW, but you need to do them wisely. Up against good order infantry with rifles could end badly for them.
Evening
Nice video, though I prefer a play-by-play roll-by-roll rendition rather than the turn recap. Just FYI. Rules clarification: Since no Corps Leaders are on the map, wouldn't all the command chit draws be at least -1? I'll have to go back through the rules and see. To me, this is the most convoluted aspect of the rules, never fails to confuse me. Hope to see more vids from you.
Thanks for watching. Yes, play by play is a lot more interesting but tend to be long, both to make and watch, so I try to add them in every few turns for bigger scenarios. With this one there is no Corp commanders and add the Division are the ranking leader on the field. A bit of a hole with the core can the game, but that is what SSR's are for.
👍👍
Woohoo! Sorry I’ll be missing the reenactment this year. 😩
I would love to be there given all that is happening up there in the valley. GBACW is the next best thing.
Good stuff. Thank you.🎖️
Thanks for watching.
I have a question about Direct Fire step. When CHECK CMD AT1, you rolled d100 "1". I'm not sure what the roll means.
For solo play, the enemy units roll for command assignment on the solo command chart.
@campsawyer Thx for your reply. Is the one in the back of the playbook? There are COMMAND-ATTACK / COMMAND-DEFEND charts but they said 01-49, 01-17 roll is "MOVE" action. Can you explain more? I got this game recently and really enjoying learning the game. Your clip is so helpful..
Evening
Thanks so much for doing this video! A terrific overview and I appreciate the kind comments. Your idea to include an abandoned artillery mechanic is excellent and I agree. We'll add one in to future editions of the series and maybe even some extra counters that can be used in this game. My first shot at this new engine and design was to not make things too complex or crunchy. So I opted out of a detailed sequence for artillery - they are just flat eliminated if they lose and I did that to show that if they are engaged in close combat, artillerists had almost no chance historically but also as a game mechanic to make players more careful with their guns. But adding an Abandoned Guns marker (that would score VP) and a withdraw option for the artillerists should work. Thanks!
Thanks for watching Hermann. The insight is great on your design and I thought that you are still tinkering with the rules, as I know this from your other designs. I cannot highlight enough how unique this is in ACW games. It really feels like a company level game and you are making me break out my Hardee manual and Hess's ACW tactics books again.
Very nicely done! Artillery can withdraw by fire, and it was used pretty commonly. They would fire the guns and let them roll as far backwards as they would, reload them while pushing them backwards and then fire and roll back again. And no infantry wants to charge artillery, frontally and uphill, at 50 yards or less either so the 15th GA just got intimidated and resorted to firing instead of outright charging! Also, the 15th should have gotten a confident marker as Smith's battery withdrew which means the 15th wins the combat even though there wasn't any. Seeing those guns pull back from their advance and giving them the top of the hill gives those boys a big morale boost! One final thing about artillery in close combat. There is an overrun for artillery: Close Combat section, number 13, c) If the losing unit is an Artillery unit and it fought at least one Round of Bayonet Combat, it is immediately eliminated, regardless of condition and Morale Test result. I am really loving this game!
Thanks for watching and the comments. I did note with further reading of the rules that artillery are eliminated after a round of bayonet combat.
nice job; this begs for add-on maps and units for the entire Sickles position
Thanks for watching. I agree more is wanted.
Hi, good video. I am also just learning the game. The artillery is eliminated if it loses the melee. Check page 27 rule 13 C.
Thanks for the view. I did note this after further reading
Me: an intro. I think this game is above my weight class. If you will. I'm quite comfortable with Worthington's new ACW games. I keep hearing the word crunchy used with GBACW and GCACW. I have a couple of both but I don't think they're going to be something I can work out. I'll try them out, probably next year. Just like Hannut/Goss. After kind of figuring everything else out (couple of Hours), I looked at the CRT, and I'm thinking this is nuts and I put it away. I understand that supposedly OSG Napoleonic series is complex, but i find the rules very neat & clean. Readable. Hex2hex is someone who i watch all his videos. An enjoyable view. I am going to try n watch as many of your videos as possible Great content. Most excellent video Hex does challenges us, doesn't he? I enjoy Simonitch's 194x games. I also mess around with miniatures, skirmish games. Playing Compass Schutztruppe right now with Worthington's Franklin 1864 & possibly Legion's Nemesis Burma coming soon. Hexy put me on the spot with his one video. I am the support unit. Good Lord, I'm rambling... got to go got dice to throw 🎲
Thanks for watching Charles. I have subscribed to your channel as well and going to work through your videos as there are many that look interesting. As you can see I am a tactical level guy, but do enjoy all games. I have some of the Worthington ACW games as well and do like them as they are simple, old school hex and counter games. The others you mention are good as well and have enjoyed some. Look forward to seeing more from both of us.
Great intro Play Alan.
Thanks Hexy. Really liking the company level feel to the game.
Evening Sir. Tea time?
What is the title of the book you are using?
Ships of the Civil War 1861-1865 Kevin Dougherty
@@campsawyer Thank you very much! Great videos! I just purchased the board game and I am looking forward to playing. Also what scale are your miniatures? I have some 1/600 scale ironclads but I don't know if they will fit the grip map yet. The game is on its way from the game shop but I have to wait a little while.