As we dig into Turn 8, the inexorably powerful Soviet machine advances ever West.
In a recessed or stand off defense the Eastern German forces stack up to defend. Not a good idea.
The Soviets make one attack at 2:1 and another at 4:1 and a final attack at 7:1.
The kick in the nuts for both sides….
Continue reading “Turn 8, Preview of The Mighty Endeavour 2”
At the outset of Turn three the Germans are reasonably deeply stacked but have taking an ass whipping to some extent. Several solid units of mine including paras have taken step losses.
With the new sequence of play reinforcements come at the start of the turn not the end. I guess in hindsight it does not matter but it feels different!
Continue reading “TMEII Turns 3 & 4”
“You recently placed an order with Multi-Man Publishing, Inc.
This order (47739) has changed status to “Shipped/Dispatched”. “
The Might Endeavour II is on its way!
MMP chose to release pre order today for the latest monster incarnation of SCS – Day of Days. Pre orders as of 8.30am central were already at 191.
From the email last nite:
Like It Never Snows did for Operation Market Garden, Day of Days takes on the the first 10 days of the Normandy landings at the company level. The Allied objectives are to land successfully and push far enough off the beaches to guarantee a rapid advance into France. The Axis player needs to either defeat the initial landings or plug them up to create a stalemate.
This game is both massive and extremely playable, giving players a unique appreciation for the issues involved at the beginning of the invasion. The importance of the initial air-drops, the real potential for brutal German counterattacks, and the need to get off the beaches quickly, all these come into sharp focus within the clean and fast-playing framework of the Standard Combat Series. Players can tackle the US landings separately as single-map scenarios, the Commonwealth landings on two maps, and of course there is the Whole Enchilada.
Day of Days will include at least 15 scenarios, 5 of which can be played on a single map.
- Game specific scenario/rulebook
- SCS 1.7 rules
- 4 11″ x 17″ setup charts
- 4 22″ x 34″ maps
- 8 countersheets
- 2 six-sided dice
Day of Days will retail for $120 and normally preorder for $90. But, until12:01 AM June 7th, you can preorder Day of Days for only $80.
The SCS system, of late has been a bit mauled by some for some perceived issues. The game system was intend (personal opinion) to serve as a gateway system to other “The Gamers” titles back in the day. Hence the Standard title. I highly recommend it as a system to anyone getting started in wargaming once you have a few simpler titles under your belt, and of course choose a title that has some interest to you historically. It is also one of those game systems you can grab and go get started for regular gamers who are looking for a title all could play!
The thing that bit at people was a loss of historical fidelity, due to the very simplicity of the system. A little of a catch 22 situation.
Open and accessible often means forsaking some level of fidelity. Maps looked good counters looked good but I will admit they are always very cramped, my biggest beef with the games in fact. The games are however nearly always fun to play.
Continue reading “Heights of Courage [SCS]”
Streaming onto the map, excellent attacks and overruns clear a path for the beleaguered US forces in one turn! Yet despite an offer to continue to move post move during exploit the US player declines, as they have since moved ‘too many units’ Now the forces could have made it to the road on Route C.. Dislodging them might be tough! But I would have two turns to edge them away.
Continue reading “Vas ist Nuts? Wrap up”
As we head into the final half of the game lets step back and assess where we are at.
Our goal in this post was to explore the ideas that support the concept of OODA loops. We wanted to process information and react to unfolding events more rapidly than our opponent and “get inside” their decision cycles. With the aim being to gain an advantage and force errors in play.
We highlighted some key objectives, whilst leaving ourselves flexible to adapt to what was presented to us to use. Overall for a ‘winning strategy’ we wanted to minimize force losses of certain Task Forces, secure VPs in Bastogne and clear and control one or two routes for later forces to use.
We wanted to secure Route A&C and have VPs accrue in Bastogne for 2 turns as a secondary objective, under the assumption that driving hard on Bastogne would give us a better chance to secure A&C which would maximize our mission success.
End of Turn 6 combats are circled, they clear the remnants of Route blocking forces, and feint from the North towards Bastogne, meanwhile the infiltration of German units are ground to dust.
Continue reading “Vas ist Nuts? p5”