Showing posts with label Decision Games. Show all posts
Showing posts with label Decision Games. Show all posts

Saturday, 21 August 2021

RAF: The Battle of Britain 1940 (Decision Games)

 September 6 1940

A hectic day with half a dozen raids, mostly focused on John's gaming shed near Canterbury. The Luftwaffe has been gunning for that shed since the start of their attempt to grind the RAF into the ground and pave the way for Operation Sealion. It was a good day for the RAF. Losses were low and enemy losses were high. And the shed was still standing despite a month of attempts to bomb it.

September 7 1940


My campaign was over. It had been hard fought, especially in the beginning, but the might of the Luftwaffe had been thrown back by the heroic pilots of Fighter Command just a few days after the Luftwaffe terror campaign had begun. In this version of reality, there was no Blitz. London was never even attacked. Kent was the real focus of the Luftwaffe's ire. I've no idea why I drew so many target cards for Kent, unless it really all was about the gaming shed after all.

I used to own the original version of this game many years ago, about the time it first came out. I played it a bit but never finished the whole campaign, and can only assume that I sold it somewhere along the way, although it is possible my mother's dog ate it, like it did to my copy of Hornet Leader. With the new version of the game in hand, and more time for gaming, I sat down a week ago to first learn the rules and then to play the campaign from the perspective of Fighter Command.

The rules were easy to follow, and it was simple to set the game up and learn by following the sequence of play. I then set up again to try the shorter campaign covering the first four raid days of the campaign (days on which raids happened). Things were looking bad after just those few raids but not hopeless, so I decided to continue the full campaign. As I gained experience with the game, things started getting better. I stopped trying to stop every raid, and started focusing on those where I thought I might do most damage. The Luftwaffe started getting worn down and my new approach paid dividends in fewer of my own planes getting shot down. Suddenly, the two factors led to a snowballing of victory points and on September 6th 1940, I reached the critical victory point score. I had won the game. This took me about a week and ten raid days.

The game is quite repetitive in that you draw a target card and roll to see whether this is a real raid, a minor raid or a major raid. Then you dice to see what warning you get of the raid and how accurate that warning is. The point at which you deploy your fighters and find out what the raid consists of depends upon what level of warning you get. Which of your fighters you can deploy depends upon how early the warning is. It is possible to get no warning, where only fighters actually on patrol on the raid's flight path can deploy against it, to very early warning so you can call in the fighters from all the surrounding airfields.

With both fighters deployed and the raiding aircraft identified, you have to fight your way through the fighter screen before you can attack the bombers. There are random raid events along the way and much of the narrative is driven by card draws for events on the approach, at the target and at the end of each day. With the raid outcome determined for good or ill, you start all over again with the same process, only this time some or all of your pilots could be refuelling and rearming their planes and unable to respond. It is also possible to have multiple raids happening at the same time, either as follow-up raids or in different areas. I think my record in this campaign was four follow-up raids on John's gaming shed, or RAF Hornchurch as the cards called it. By the end of all this action in the one place, I had no fighters left able to respond from any of the surrounding areas and the bombs were falling thick and fast around the shed.

I've seen some complain about the sheer repetitiveness of the game but I found that it was not an issue. I played a raid day or two every night and was soon looking forward to returning to the table and seeing what would happen next. The relentness repetitiveness of the raids was what built the tension in the game as I tried to work out where the next attack would be and which fighters I needed to send up on patrol. If I sent the wrong ones up now, they would not be available in an hour's time if there were a raid over their sector then instead. Likewise, do I send supporting fighters from a neighbouring sector, or will I need them for the next raid? It's very much a resource and risk management game, and I enjoyed it a lot.

I also like that the new edition allows you to play as the Luftwaffe and to play it as a two-player game. I don't particularly have any desire to play the Luftwaffe in this, having grown up thrilling to the sound of Spitfires and Hurricanes at air shows and on a diet of movies like The Battle of Britain and Angels One Five, but I do like having the option. The two-player option offers an interesting challenge too, because a human player is unlikely to manage resources in the same way as the game's AI.

Saturday, 14 August 2021

Heroes of Telemark (Decision Games)

I remember watching The Heroes of Telemark on the TV many years ago. It wasn't a movie that really stayed with me, just another in a long line of WW2 movies that formed a large part of my diet as a child. Still, I remembered it enough that I was reminded of it in 2020 when I moved to Stavanger. It turned out that my flat would be next to the graveyard where the dead from Operation Freshman were buried. This made me reflect on the movie and on the reality of this period, although I don't have any great insights to offer. It's just a purely personal reflection on the morality of wargaming generally, my relationship to the past, and my reasons for not usually gaming anything more recent than WW2 these days. If you want more depth and discussion of these topics, I recommend the Polemarch blog instead. The discussions about the morality and philosophy of wargaming there are very interesting.

Eiganes cemetery in Stavanger is home to more than just the members of Operation Freshman. Solveig Bergslien, a member of the Norwegian resistance who died in a Gestapo cell, has her grave here, and there are the graves of Soviet soldiers who died in Rogaland, as well as the Norwegian war dead. Visiting the cemetery really does make you think, but that's not the point of this post.

I picked up Decision Games' Heroes of Telemark, Commando Raids in Norway, 1942-43 recently as part of my quest for more solitaire wargames. I felt a bit weird about it because of my proximity to the dead from one of the raids depicted in the game, but pushed past that and tried it out. It's an interesting game with only four pages of core rules and two of game-specific rules. Knowing the core rules makes other games in this series more accessible because you only need to take on board the game specific rules then.

The game itself has a small footprint (about A3 but actually one of those funny American paper sizes). This makes it ideal for the space-challenged. The map depicts Telemark (if I have done it right, this link should show you the map area on Google Maps), where the heavy water plant was.

The game offers four scenarios that can be played in turn: Operations Grouse, Freshman, Gunnerside and Tinnsjo. Played in order, these set up the narrative of the WW2 operations, but they can also be played in a random order if you just want a slightly different campaign. Success in one operation will increase your chance of encountering Germans in later operations, so the difficulty of each game ramps up through the campaign. You can replay operations if you lose them, but if you lose two operations, the campaign is over and you have failed.

Game length is determined by the number of event cards in a deck. This number is set by the scenario but can go up or down as you encounter and defeat or lose to German patrols. You draw one card each turn and the game is over when the last card is drawn.

Each scenario also gives you recruit points to buy troops and gear. These start in Britain and arrive on the map either by glider landing or parachute according to what type of troops they are. Then you have to move to the various objectives and reveal them. Once revealed, you can capture some of them, destroy others, or find that you have been ambushed and must fight. Operation Grouse requires you to scout the objectives. The other operations are about capturing plutonium or destroying heavy water plants and resources.

In my first game, my entire force was wiped out by an encounter with a massive German patrol. I then moved on to the campaign, having worked out the rules. I succeeded easily in Operation Grouse, encountering little resistance and dodging an ambush by scouting an objective from an adjacent space with my Commandos. Unfortunately, I lost most of my troops to an enemy encounter in Operation Freshman but still managed to win the operation. My engineers all died when my gliders crashed in Operation Gunnerside; they did not even make it onto the map, in a repeat of the historical Operation Freshman. My second try at this operation was a success and I moved on to Operation Tinnsjo, which I lost because of massive hostile activity, and thus I lost the campaign.

Despite my being a bit weirded out by being too close to elements of this game's subject matter, this is an interesting game. It is very random in that your encounters with the Germans can be overwhelming if you roll high for the number of Germans present or they can be a walkover if you roll low. The random distribution of your base and the objectives will also affect how easy or difficult your game is.  However, this just means that you need to manage your risks as best you can and the meaningful choices in the game are made around that risk management, while the pressure to push your luck is provided by drawing the event cards and counting down to the end of the game. The combination of these elements and the short playing time for each operation make the game highly replayable, although I would not want to play it exclusively.

For me, it is a good filler game for when I don't want to, or don't have the time to, sit down for a couple of hours with something meatier. The main down side of this game is that I found the rules a little messy. Despite being short, or perhaps because of that, it took me a little while to piece together how to play.

I have two more of Decision Games' solitaire games: Vikings: Scourge of the North and Border War: Angola Raiders. I expect more of the same from each of these, and look forward to trying them out in the future.