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Saturday, May 28, 2022

Panzer strike 1 Western front, by Forsage games


Recently we received a copy of Forsage’s Panzer strike 1 Western front. This article will be just the first impressions of the components, while the actual gameplay will be in a follow-up article. 

The game comes in a big box. Think an average two player miniature game starter size. The latter is easy, assemble the minis, store the extra bits, and chuck the box. This is a boardgame so you’re supposed to keep it to store the game. Now, this one is a bit trickier  as you have a fair bit of assembling to do (the terrain), but when done, you will have trouble fitting everything back in the box, and closing the lid.

As most gamers familiar with Forsage’s titles will know by now, the game box is full of components, and there will be a lot of assembling. This time the minis don’t require any extra work, but the dice still do, as well as all the buildings, and a few of the extra components. There is a good instruction manual included, with a visual guide.

                         

Let’s talk about the buildings first. There are a great many of them, and they represent most of what you might expect to find in a small town near the end of WWII. I point out “most” as there are expansions planed, as well as stand alone titles, that can be linked to the previous game boards. There is a “small” sneak-peak inside the game box itself, of some of the components and terrain from the follow-up game Panzer strike 2. There is even a small homage to a famous tv-show. See if you can spot it in some of the images.

Every building, or a set of buildings has its location marker underneath, which corresponds with the same alpha-numerical markings on the game boards. This does limit the variety every time you play, especially as the game boards must connect in a certain way, so you can’t make a different town each time you play. Would the game have more replayability if the game boards didn’t have large black markings for where the building go to, thus allowing the player to make a new board each time? Perhaps. But, here lies something very cool and unique. The game comes with an extra set of ruined buildings, which are meant to replace some of the buildings in the game. Not all of the buildings come with a ruin, but about 30% of them, and they do change the scenery a lot. I can’t wait to go through the rules to see how this interacts during the game. On the one hand, you have a fixed town, that looks the same each time you play, but on the other hand, you have ruins to replace some of the buildings where the heaviest fighting was going on earlier.

 








The game boards are large, and form a good looking playing surface being so full of details.

There are a few extra scenery bits included, such as walls, barricades, trams, trees, fountains, monuments and tank traps. Some have a prefixed place on the boards, like the fountains, and some can be fixed by the scenario, or allow the player to place them where he feels they would benefit him the most, like the high and low barricades.

 


The game is intended to come in two different “variants”, with the standard one having figures that we saw in Tank chess (those unfamiliar with that title I suggest to check it out), for more generic looking pieces. The deluxe variant will have proper miniatures, 6mm scale, for the Germans and the Western allies. To my knowledge no other difference is planed between the two variants.

Here lies a second surprise. The information cards for the minis have a few variants of their own. You can play the minis as generic pieces (like in Tank chess), which we feel would be easier on the younger audiences, and nation specific pieces. Not enough? There is another surprise. There are in fact TWO sets of rules included. The Core rules, and the Dynamic rules. And the stat cards for generic and nation historical for both sets. The point costs when building your forces are different depending if you are playing the core or the dynamic rules.








While on the subject of the historical units in the game, we had a little gripe with the game here. The game is set in a French town, so the year is 1944. However there are a few vehicles that first showed up later, even in 1945, and there are some that were obsolete by 1944, then some that barely saw any combat even before 1944. The allies feel like they could have been limited to the Us vehicles, than later expanded with a Uk set of vehicles of their own, thus allowing each set to feel unique with its own iconic pieces. I can't comment on the stats yet, i'll leave that for a future article.

All the pieces from the basic set are of good quality, and in fact feel like an updated sculpt of the Tank chess pieces. However the antitank guns and the howitzers are of significantly lower quality being 3d printed in low res. Both players get the same pieces, in different colors, and each can be easily identified by referencing the stat cards. The basic set doesn't include all the gun pieces the deluxe will have. 

 


The game is about tank combat, but there are a few instances where infantry appears, like with anti tank guns, and in scenarios where you have an abstract infantry squad or two, in transports, and they need to get somewhere in town, to occupy some building to achieve a goal set by the scenario. Some scenarios even have a sniper in a building, where you need to be extra careful with your squad. There is no infantry on infantry combat, so no vehicle has any stats for Mg fire.

Would the inclusion of different types of infantry, with its own weapons make for a better game? I don’t think so. Certainly not with 2 sets of rules, and a generic and historical set of stats. Just the idea of infantry holed up in some building with a stash of hand held antitank weapons would take away the World of tanks vibe this game already has. It would also break the “MCMD” motto Forsage is well known for.

There is an expansion in the works, along with Panzer strike 2. The expansion will add optional rules, new control panels, and new markers. The rules will add different speeds, engine heat, moving targets to lower the chance to hit, target size, overwatch, optics quality, different shell damage, and new ammo types, shell loading time, crew experience etc..

There are two different sets of dice included. One for the Core set of rules, and the other for the Dynamic set. Apart from the essential d6’s there is a plethora of other 6 sided dice. The dynamic rules set has just numbered dice, while the core has a ton of details, all of which will be covered in the rules article. 

 


We love the fact that there is several types of vehicle damage in the game, with even more to come in the advanced upgrade set. 

The scenario book comes with 10 scenarios, 5 are generic, with marked deployment zones on the map, and a few obstacles, while the players choose their own forces, with no specific goal, and the other 5 are more narrative in nature, each with a story behind it, and a set of goals for each side, again the players get to choose their own forces, but here the scenarios will specify if one side must take something specific, like a truck or a light tank. The rulebook also has a few scenarios of its own.

The remaining components are a pair of reference cards, always welcome, artillery or parabolic fire templates, to check if the vehicle can fire over a certain piece of terrain, and a few others, such as timer cubes, damage markers, turn marker, the rulers etc..






We can't wait to go through both rule sets, and play a few games. Then, in a follow-up article we will cover how both sets work, the differences between them, and how we feel about the game.



Thursday, July 22, 2021

World at war, scenario 3


May 18, 1985, the Soviet juggernaut is on a roll, but it need a steady supply line. The key to that is the Eisenbach bridge, so the 87th motorized rifles are stationed in town to defend it.

The 33rd motorized rifles and further south, defending the town of Hugelsdorf, as a likely point of any American counterattack.

The 1st tank btn is held in reserve to the north.


The Americans decide not to use the preplaned artillery strike on Hugelsdorf, instead saving te strike missions for later on.

The dice on the eastern board edge are the entry points for the US forces. 

The Alpha troop surprises the defending Soviets and swings north, behind the hill, with just the M106 mortar section and the HQ setting up on the hill.

The Delta company enters through the southern point, and sets up in good firing positions across the river from the defenders. They manage to take out all of the 33rd's AFV's, and next turn even pin most of the infantry, especially the ones with the Sagger ATGM, with a little help from the mortar section.



With just infantry remaining the Delta's tanks are unsure how to proceed, only one plt probing the defenders with HE fire. 

The Soviet infantry on the other hand has had enough, and the 2 unpinned platoons assault the closest tank platoon, utterly devastating it. 

                             

While the remaining Delta tanks being confused by what just happened, the infantry seize the initiative, and assault again, this time at the platoon in town, just across the bridge, making short work of it. The remaining Delta platoon and hq decide not to counter-assault the Soviets, after witnessing how brutal close quarters combat can be, especially in town, so instead they pepper the infantry with HE fire. With a few lucky hits they manage to clear the infantry threat, and decide to head out after Alpha troop, leaving the remaining pinned enemy infantry in town for the mortar section.
 

On the other side of the map, Alpha troop's Abrams plt and 2 Bradley plt's set up on the edge of a forest on a hill overlooking the objective, thus triggering an alarm within the 87th troops, who, until this point were unaware of the enemy, and were unable to activate.

The alarm was noted by the approaching 1st tank btn reserves, who surround the Americans in the forest. The T-72's are unable to disrupt the Americans, due to them only just arriving, so the older T-55's are sent from the garrisoned town to assist.

The Soviet tankers manage to take out the Abrams plt, and reduce both Bradly's to half strength. In turn, over half of the 1st tanks AFV's are destroyed.

Zoey discovers the benefits of a well timed tactical retreat, so escapes with the remaining Bradly's, buying just enough time for the remaining Delta companies tanks to reach them, so they can strike together. 

Alpha troops command uses its last available smoke mission to cover the advance of the joint strike force, allowing them time to set up a decent firing position at the defenders, as none of the Soviets are able to see through the smoke, unless adjacent to it.





With only a few turns remaining, the Soviet command decides not to risk anything, instead hunkering down in town. This enrages the remaining US forces, as they are unable to do much, but take out the closest infantry armed with Sagger ATGM's with mortar fire before they get a clear line of sight to any of them. The Abrams and manage to reduce a few tanks, while the Bradly's kept running out of TOW's to fire. One of the Soviet T-72's manages to knock out one of the Bradlys before the game ends. 

In the end, the Americans failed at their objective to seize the town of Eisenbach along with its bridge. The Soviet defenders were just too numerous for them to handle.

The Soviets lost the entire 33rd motorized formation, more than half of 1st tank btn, and all the infantry elements of 87th, with the T-55's all being reduced to half strength.

The US forces lost 2/3 of the Delta companies Abrams tanks, and half of Alpha troop.



This was a great game. I was pleasantly surprised with Zoey's tactics, not losing sight of her objective and the scenario rules.The 87th couldn't activate until the turn after they first get line of sight of the enemy, so she kept to cover. I fully expected both Alpha and Delta teams to strike at the southern defenders first. This was such a surprise to me, as I, with a decade of gaming experience more than her, am still struggling in most games to focus on the objective, instead going for a firefight, to cause as much damage as possible, thus losing track of what needs to be done.

The assault rules are brutal. I was afraid of the Delta company with its 3 Abrams platoons, and with good reason. Lucky for me, that 2 infantry companies with their Rpg-7's are super deadly in an assault. 

I've come to realize that we keep messing up some of the rules. Like, the concealed units, would get an additional defense die if they haven't activated yet, or are in overwatch, unless either an enemy unit reveals their position while adjacent or an enemy recon unit has line of sight to them. This would have had an impact on our games, but since both of us missed it, we will implement it in further games. Then, infantry has a save value of 5+ instead of 6+ while in terrain. This would have also made an impact, as infantry are able to have more defensive bonus dice than tanks, due to being concealed, in terrain, with wrecks. I must keep an eye out for this. We are still having trouble with some tanks, like the T-55's this time, who I forgot could fire at extended range, instead I kept driving them around. I must remember that underlined range means its an ATGM weapon, with no extended or short range bonus, and the underlined Firepower means the unit can move and fire. Every unit without an underlined range can fire at extended range. Also, something we missed last time, HE fire is affected by moving the same as AP fire, so most units are unable to move and fire their HE weapons. This also means that most infantry are also unable to move and fire, making assaults even more important.

Next scenario introduces helicopters and anti aircraft weapons.  


Monday, July 19, 2021

World at war, by L'nL publishing, scenario 2



May 17, 1985. Soviet 33rd Motor Rifle battalion broke through the American lines. The Soviet's objective, the capture of all towns along their way, as well as both bridges over the Klappebruck river. Team Bravo was sent to stop them.


                                             

The Soviets have 3 companies of old T-62 tanks with their HQ, plus 6 motor rifle companies mounted in their Bmp-1's. The infantry was carrying 2 sagger's. The command has authorised the use of 2 HE artillery strikes, and 1 smoke mission.

                                

The American combat team had 2 platoons of mechanised infantry in M-113 transports, each with their own dragon ATGM. They were backed up by a platoon of Abrams tanks, an ITV section, and a section of TOW jeep's.

                                

The Soviets burst into view around the town of Rumwald, while the Americans, due to their low numbers again have to divert their forces. 1 mech infantry platoon with ATGM's is defending the town of Klappebruck, the tank platoon is on a hill overlooking the Soviet approach. The other infantry is defending Eisenbach. The ITV section is hiding in a forest with a good field of view, and the TOW jeeps are on a hill near them as well.

The Soviet's opening move is cautious, getting into position, with enough firepower pointing at the Abrams, considering it as the greatest threat. However, the old tankers in their T-62 show their tovaritch how its done and knock out the Abrams tanks themselves. The infantry all dismount, and some even assault Klappebruck, managing to destroy the enemies there, and take the town with no casualties. 

                                 

A few ATGM's from Eisenbach manage to knock out 2 companies of Bmp's. The Tow jeep gets trigger happy and runs out of ammo.

                                                 


Aftermath of the bloody assault
                             

With the first line of defense gone, the Soviets divert their forces, one half crosses the river, going for the far objective, and circles back to clear out the enemies on that side of the river. The other half is closing in on Eisenbach, on foot.

                             

Team Bravo is out of luck. Its last remaining troops are quickly surrounded around the last objective, and destroyed in a firefight. 

The Soviets claim a major victory, having seized all their objectives.  






The casualties of the game

Zoey has never experienced such bad luck in any game, and is now heartbroken. Now she knows how I feel when she does the same to me.

Having the T-62's destroy the Abrams platoon so early on, was a surprise to both of us. I didn't expect those tanks to do anything, so I was preparing first turn, setting up and infantry company with saggers, and a few with just their RPG-7's to all have a go at the Abrams, along with a couple of Bmp-1 companies with their ATGM's.

My save rolls were above average this time, but Zoey's were abysmal though, even by my standards.

We made sure to check up on a few rules during the game, to avoid any mistakes as much as possible. I believe we missed one roll for terrain save against an HE artillery strike. The biggest issue could be the concealment rule, so I will reread those for next time. I'm glad we tried out the assault rules, as they're awesome.

Next time, its the Americans who are trying to take back the Eisenbach bridgehead. Lots of armor, on both sides.    


Thursday, July 15, 2021

World at War 85 1st ed, by Lock 'n Load publishing


After years of sitting on the shelf, it was due time for this game to make a glorious return to the table. We own most of the 1st ed collection, and intend to play through the whole thing.

Its may 14, 1985, and the cold war just went hot. The Soviet 1st tank battalion is pushing through, and its objective is to capture the towns of Bergengipfel and Eisenbach. Anything else would stall the Soviet advance.


Initial deployment


The Soviets have 10 platoons of T-72's, plus the HQ. They also receive 4 HE artillery missions, and 1 smoke mission.


Soviet deployment


The Americans have Team Yankee defending and played by Zoey. It has 2 platoons and HQ of Abrams tanks, an ITV section, and an mechanised infantry pkatoon. They decide to forgo the smaller town, and instead concentrate their defense on the town of Eisenbach, with the ITV section positioned in a forest nearby, and one of the Abrams platoons stationed on a hill overlooking the town.


Us deployment


The initial Soviet push has the main part of their force (4 platoons and the hq) advancing down the middle, toward its first objective. To the north they have 2 platoons going around the hill, and 2 more pushing through the forest. To the south, 2 more platoons are going around the large hill, in order to get behind the enemy. This separation of their force is a risky move, as it can easily cause some elements to be out of command and stall. A bold move, but one I felt necessary, as the T-72 were poor at moving fire. Pushing the whole force through Bergengipfel and the forested hill to its north would make them easier targets, while denying them a fighting chance.


Aftermath of turn 1

The Soviet command calls for a smoke mission, and we badly misinterpret how this rule works. The 1st ed lacks most visual examples, and the wording lead us to believe that the smoke was not in the target hex and the adjacent hexes, but that it had a 6 hex radius around the target hex. Nevertheless the Abrams still could fire through the smoke with a penalty to hit, and the ITV section was blinded.

The Soviets push for the first objective and attempt moving fire from there, with 0 effect. The northern flank has the 4 platoons surrounding the ITV section, but unable to attack it due to poor moving fire. The southern flank has 2 tank platoons using the temporary blindness of the ITV section to cross between the two hills.


Aftermath of turn 2


The Soviet command orders 2 artillery strikes. One on the Abrams platoon on the hill, which does nothing, and the other on the ITV section in the forest. This one misses badly and manages to hit its own side, causing disruption in both platoons it hit.



The flanking move finally causes the Soviet tankers to lose contact with their HQ, and this causes the attack to lose momentum, which will in the end, along with the game's chit pull activation system cause them to fail their objective.


Turn 3


As the smoke starts to clear, the American crews start to knock out the Soviet tanks.



At some point the Soviet tankers finally get a grip on the situation, and knock out the Abrams platoon in town as well as the ITV section in the forest, while another artillery barrage manages to reduce the mech infantry in town to half its starting size, and pin them down.

The southern flanking platoons circle around the hill where the remaining Abrams platoon is.  



After a fierce firefight on the hill overlooking the other objective, the remaining Abrams platoon is knocked out. All it took was two turns of stationary fire from 2 platoons of T-72's at short range, all the while the Abrams platoon cleared out the enemy tanks from the other objective, and thinned out the ranks from the platoons attacking it, before going down itself.

That left the pinned down mech infantry platoon leaderless, and unable to move. The Soviets ran out of time to capture the second objective.



In the end, the US lost its command element, the ITV section and both Abrams platoons, and the Soviets lost 6 platoons, and had 2 more on the board reduced in size due to losses.