Showing posts with label For Whom the Dice Rolls. Show all posts
Showing posts with label For Whom the Dice Rolls. Show all posts

Wednesday, September 29, 2021

It Rolls For Ivan

The weekly Tuesday remote game saw a return to the Russian Civil War after having fought a RCW battle a few weeks earlier using One Hour Wargames.  The action this week saw the initial trial of an adaptation to Graham's For Whom The Dice Rolls transported back in time to the Russian Civil War.  Graham's scenario pitted three brigades against three brigades.  The Reds had an advantage in infantry.  The Whites held an advantage in cavalry.  The Reds had their cavalry on the left while the Whites had cavalry on both flanks. 
Commissar Graham
 issuing directives to the commanders 
Let's see how this initial test played out.
Reds win initiative and advance across the front
 with rail station as an objective.
Whites counter with cavalry moving on left flank.
Reds continue moving to the rail line and deploy.
One battalion of White infantry secure
 the woods opposite rail station.
Reds secure both rail station and farm.
White cavalry charge into the Red right
with supporting MG fire from the woods.
On the Red far right (!), the line holds.
Graham wants a photo of the action
 as the Red infantry falls back.
Attacked a second time, the Red infantry rout.
Seeing this breakthrough,
 the Reds shift one cavalry regiment to the center.
White cavalry pursue and then about face.
White cavalry on the right advances into
 the center to threaten Red movements. 
White cavalry on the right takes heavy casualties
from the farm and from infantry holding the center.
Red cavalry charge into over-extended cavalry
recovering behind the station.
  The White's are trapped.
White cavalry is pushed to the edge while the
 White cavalry falls back from withering fire near the farm.
Seeing an opportunity, White infantry attack
 skirmishers between the farm and station.
Skirmishers are driven back with heavy casualties.
Red cavalry charge White cavalry at the far end of the table.
Caught in march column, the White cavalry is destroyed.
Meanwhile, the successful White infantry in the center
turns to flank the Reds that had recently mutinied.
The mutineers are destroyed!
Flush with success, the White infantry turn to finish off
 the battered skirmishers which they do.
With about three hours of play in the books, Graham called the game.  While a proof of concept game, the result looked like a White victory to me.  Of course it would, I was in command of the White army!

An interesting game that holds good promise in transporting FWTDR back to an earlier war.  Actually, the mechanisms worked well for the period and I envisioned watching the vast cavalry charges of Dr. Zhivago.  Chrome tacked on to the base rules provided a distinctive flavor of the RCW. Looking forward to returning to the Russian Motherland again.

Wednesday, May 12, 2021

Player's Note: Activation and Resource Management

For Whom The Dice Rolls
Player Notes: Activation and Resource Management

Having been involved in some of the playtesting before publication and game play after publication, my appreciation for the ingenuity of the rules has grown.  Since Graham offers a very good summary of the rules on the For Whom The Dice Rolls homepage and Amazon.com offers a Look Inside including a Table of Contents and several reviews from readers, I will not venture down the review road.  What I offer today is a quick look at the interactions between unit activation and resource management.  I suppose, this could be considered my Player’s Notes.  I suspect more of my thoughts on game player may be forthcoming.

In miniatures’ rules, the turn sequence can be defined in a number of ways although most utilize one of only a handful of tried and tested methods for activating units.  Once the turn sequence method is chosen, an explanation is given on activating units and resolving actions in a linear fashion.  Other game sub-systems may be synchronous or asynchronous.  In a game system as this, play can become routine and one-dimensional.  Not so with For Whom The Dice Rolls (FWTDR).  FWTDR offers a multi-dimensional and non-linear approach to turn sequencing and process control.  In addition, FWTDR presents many opportunities for nuanced, optimized play.  Clever.

What does this mean?

To begin, the two driving principles of accomplishing tasks and goals within the game are unit activation and resource management.  Unit activation and resource management are both controlled by a hand of playing cards.  A brief primer on these two system processes is helpful.  Some of the foundational components to unit activation and resource (hand) management are:
  • Activation is governed by the playing of a card from a regular, 52 card deck with or without jokers.
  • Jokers are added into the 52 card deck to denote the arrival of Off-Table Assets.  The number of jokers available and viable missions vary by scenario.
  • Hand size is governed by the sum of Army Effectiveness, number of units in play, and an initiative die roll.  The player with the largest sum of these three components is awarded the initiative for the turn.
  • A player’s impulse is limited to either the playing of one joker or the lesser of Army Effectiveness and the number of cards in one suit.
  • When a player exhausts all cards in hand, the opponent is allowed one more impulse before the turn ends.
  • Factions may only activate on specified playing card suits.  Some may activate on all suits. Others may activate only on one or two suits.  Better troops may activate on more suits.
  • Each card played allows one unit to activate one time.
  • A unit may activate up to three times per turn.  Notice distinction between “impulse” and “turn” in this context.
  • Activations need not be sequential whereby one unit performs all of its activations before another unit is activated.
  • There are never enough resources to accomplish everything on every impulse or turn.
The above list of bullets is a lot to consider.  Where to begin? An example, of course!
Standard Activation Table by Type and Suit 

Suppose one army is composed of Spanish Foreign Legion and Moroccan factions with four units on table.  With the Legion and Moroccans being highly trained and motivated, one might expect Army Effectiveness to be high.  In this situation it is, with the Nationalists having an Army Effectiveness of ‘6’.  With a 1D6 roll of ‘4’, the Nationalists’ hand size for this turn is ‘14’ (6+4+4).  Foreign Legion/Moroccans can activate on all suits.

The Nationalists are opposed by a mixed force of Anarchist Militia and Communist Militia each having three units.  The Republican army in this case has an Army Effectiveness of ‘4’.  With a 1D6 die roll of ‘3’, the Republicans have a hand size for this turn of ‘13’ (4+6+3).  The anarchists may only activate on hearts and diamonds.  The communists may activate only on clubs and diamonds.  The Nationalists will hold the initiative for this turn.

Suppose that in this example, suits are distributed evenly within each hand.  The Nationalists will have four cards in two of the suits and three cards in the other two suits.  The Republicans will have four cards in one suit and three cards in each of the remaining suits.

Since the Nationalist factions may activate on any suit, all cards will be usable by all units and the Foreign Legion and Moroccans will be able to coordinate actions with one another within the same impulse.  In contrast, the Republican militias have a much more difficult task activating and conducting coordinated actions. Neither the communists nor anarchists may activate on spades.  That makes one-fourth of the cards in hand unplayable in this impulse.  To compound this constraint, diamonds are the only suit in which the two militia may coordinate activities.  Only communists will be activating on hearts and only anarchists will be activating on clubs.  One quickly discovers that playing the Republicans in this scenario offers up a much different experience and challenge than does playing the Nationalists.  The use of suit activation tailored to faction provides a very interesting and asymmetrical set of problems for one player over the other.  This simple, game mechanism offers much depth to game play.  Brilliant!

With a player’s impulse limited to at most four cards in this example, is it advisable to activate one unit three times?  Three activations would exhaust that unit’s capabilities for the turn (and impulse).  Would it be more advantageous to activate several units one or two times each?  Does the active player exhaust the suit in this impulse or save some cards for play in a later impulse?  These decisions are situation dependent and introduce even more decision-making into the process.  As the Nationalist player, perhaps, coordination among units within an impulse is top priority rather than a prolonged, three-activation strike by one unit?  Can a player take the risk of holding cards back for later impulses when the opponent may run out of playable cards before all of his own cards in this turn can be played?  More decisions to keep in mind.

This look at activation and resource management only scratches the surface of the array of decisions players face in FWTDR.  Much more can be explored on this topic alone.  For now, I end this Player Note with the conclusion that FWTDR offers up a decision-rich environment that handles the complications of activating and coordinating disparate forces in a parsimonious manner.  When one pulls back the layers and looks a little deeper, there is much interesting and thoughtful design work behind the scenes.  Perhaps an element of Poker and risk management thrown in for good measure.

If these insights are of interest to even those not familiar with the rules, please post a comment.  If not, I may keep these ramblings to myself.

Thanks for reading!

Friday, April 16, 2021

Drive on Madrid

Graham set up another two-player Spanish Civil War scenario for his For Whom the Dice Rolls rules.  I would be commanding a Nationalist column of crack troops intent on securing two towns and a critical bridge on the drive to Madrid.  The success of the offensive would depend upon how quickly my column could secure these objectives to protect the army's left flank.  Ahead of the game, I was provided with my OB and an aerial photo of the area of operations.  I was also given the possibility of having limited air support.
Aerial recon of the Area of Operations
My force would be attacking from the west toward the two towns and bridge with orders to take all three objectives with all haste.  Of the Republicans dispositions, I knew little.  Limited intel suggested that militia was on the way in strength to thwart my attack.  While the aerial reconnaissance identified no enemy opposition, my hunch was that the towns would likely be enemy held.

How did the battle play out?  Please read on.

As my force approached the area of operations, the town nearest the bridge was already in enemy hands.  The town on the left was soon to be occupied by enemy militia.  With two of the objectives already in enemy control, what was my plan?

My plan included advancing the Legion up the middle to prevent the militia in the far left town (top of photo) from reinforcing the enemy center and to support the Moroccan attacks upon the central town.  To begin, my artillery targets the occupied town and begins a barrage as my troops advance.
The Legion and one Tabor of Moroccans advance into cover and begin to deploy.  The second Tabor moves swiftly to the edge of the town and debusses while the town's occupants are under bombardment.
The Tabor at the town prepares to attack by forming up into a firing line.  A third militia battalion advances to the riverbank and enfilades the Moroccans as they prepare to attack.  The Moroccans suffer light casualties from the militia but carry on with little concern for the security of their exposed flank.
Airstrike!
Photo courtesy 
http://wargaming4grownups.blogspot.com/
The Legion is the target of an enemy airstrike.  While the attack results in pinning the Legion, casualties are light.  Whew!
The Nationalist barrage lifts as the Moroccans go in.  In a very lopsided firefight, the militia are cut down where they stand.  The militia battalion dissolves.  The Moroccans take the town.  As the Moroccans are securing the town, they take more fire from the militia across the river.
When the barrage lifts, the Moroccans attack!
Photo courtesy 
http://wargaming4grownups.blogspot.com/
With the town secure, the first Tabor advances quickly from its covering position and works its way to the right of the town.  A Nationalist ground strike comes in over the battlefield strafing the militia on the far bank. 
Airstrike!
Photo courtesy 
http://wargaming4grownups.blogspot.com/
Shocked by this attack, the militia retreats back.  Unfortunately for this militia, a second wave of fighters appears overhead and strafes them a second time.  Ouch!
With one town secured and the supporting militia driven back, the Legion advances upon the far town.
Having set the Legion in motion toward the town, artillery is redirected to target and soften the defenders up before an attack can go in.  Before the artillery rains down, the Legion deploys into firing line and gives the defenders a bit of softening up themselves. 
As the barrage lifts, the Legion strikes.  Having recovered from the double air strike, the enemy militia moves forward toward the river.
Unfortunately, the Legion's assault on the distant town is repulsed with light casualties to both.  Meanwhile, having set up a strong defensive
 position, the Moroccans in the town begin concentrating their fire upon the approaching militia.
At the far town, the Legion goes back in to contend with its stubborn defenders.  The first Tabor moves up to the river discovering that it is crossable.

Casualties mount!
Photo courtesy 
http://wargaming4grownups.blogspot.com/
The Legion's second attack is no contest and the defenders are butchered in the confines of the town.  The second objective falls.  The first Tabor crosses the river and attacks the militia.  This battalion, too, is destroyed in the open field.  With three of the four Republican battalions tasked with the defense destroyed, the Civil Guard abandons its position.  Battle won by the Nationalists.

Well, that was a short, sharp action!  While the battle account may make this scenario appear as a walk-over, it was not.  Graham had terrible luck with his firing dice.  In the rules, hits accumulate for each '6' rolled.  At one point, 39 D6s rolled without having any 6s appear.  Zero for 39! Soon thereafter, another 39 D6s rolled only two hits.  Graham retired those dice!  

As a two-player game, this played in about two hours.  Action was quick and in many cases, decisive.  When proper tactics are employed on the miniature battlefield and produce expected and historical results, the system generating those results is solid.  The proper interaction and coordination between infantry, artillery, and air have an elegant beauty to behold.

Fun game!  

For Graham's perspective on the battle and many more terrific close-up photos, please visit, With The Legion In Spain.

Thursday, April 1, 2021

Battle for Vizerrara Pass

Battle for Vizerrara Pass Table

Graham arranged for an early morning (late afternoon for Graham) two-player game of For Whom the Dice Rolls (FWTDR).  Given my planning from the previous FWTDR game (see Situational Awareness on the Wargaming Table), the pre-battle briefing was just that; brief!  I was given a rough map of the area, my Republican Order of Battle, and a vague objective.  No information on the enemy was provided, at all.  My Republicans will be entering the table from the bottom map edge while the Nationalists will be arriving from the top map edge.  For all I know, the Nationalists may already be on the table and occupying the town.  The Republican objective is to control the pass.  Artillery and Off-Table Assets for the Republicans are limited.  Who knows what the Nationalists may have up their sleeves?  This should be fun.

On to my brief battle report from afar.  Graham, I suspect, will be posting much better photos of the action shortly.  

Graham's battle report at: Heading Them Off At The (No) Pass-aran.

Relevant photo description follows each photo.

The Nationalists win initiative and bring on an armored car and an infantry battalion in trucks.  The infantry disembark.  The Republicans bring on a field gun, unlimbering it off the road.  Two Trubia Naval tanks advance on either side of the road while an infantry battalion advances on the right of the main road. 
Nationalists move the armored car up the road to counter the Trubias while the Carlist infantry head for the town.  The Basques move up to the river and halt.
On the left, both armies bring on reinforcements and make their way toward the monastery on the hill.
Reinforcements continue to arrive on board as the Nationalists advance across a broad front.  The Republican Asaltos enter on the right with their armored car in the lead.  A Nationalist airstrike targets the Basques at the river.  They are pinned but not much damaged.
While both sides advance in strength upon both flanks in an attempt to control the high ground, the Trubias in the center bypass the enemy armored car and threaten the arriving reinforcements.  
The Nationalist armored car spins around to attack the trailing Trubia from the rear while the truck-mounted AA attacks the lead Trubia from the front.  Both tanks suffer hits.  Carlist infantry moves from the dangerous open ground to occupy the central town.
The Republican field gun sends a shell up the tailpipe of the Nationalist armored car before opening up on the advancing Carlists on the high ground on the left.  The lead Trubia returns fire upon the AA truck and knocks it out.
The Republicans keep making their way up the left flank along the ridgeline while a third Basque battalion arrives and advances up the road toward the action.  Both Trubias attack infantry in the open.  One battalion is caught in march column on the road.
Both Carlist infantry battalions, attacked by the tanks, panic and flee to the rear!  Their battle is done.
With the threat of Carlist reinforcements in the center gone, attention can turn toward dealing with the flanks.
To start off, the Republicans call in a bomber run, targeting the enemy on the right hill.  Near the town, the Asalto armored car goes up in smoke from close range fire from the town.  Ouch! 
Unfortunately, the bombers misidentify their target and the bomb loads are dropped upon their own troops!  The Asaltos survive the unfortunate friendly fire mishap but are shaken from the experience. 
In the center, the Basques cross the river to threaten the town while the Asaltos on the right hill attempt to regain their composure.  The Carlists opposite the Asaltos use this opportunity to attack.
On the Republican left, two battalions of Basques move into position to threaten one Carlist battalion among the hills.  The first close assault is repulsed but the enemy has been softened up in a crossfire.  In the center, the two Trubias drive off to the foothills to support the beleaguered Asaltos.  The tanks are attacked by infantry and the infantry are driven off.  Well, maybe driven over.
On the right, the Asaltos are driven off the high ground with heavy casualties as the Basques in the center advance upon the town.  On the left, two Basque battalions provide preparatory fire into a very hard-pressed Carlist battalion before launching an assault.
The Republican assault goes in at more than two-to-one odds.  The Carlists are thrown back from the heights.
The Carlists rout back across the river.  With more than half of the Nationalist infantry scattered, the Republicans declare victory!  

Well, that was a fun and tense little scenario.  For a two-player game, this was just about the perfect size for two players.  Action was brisk and engaging throughout.  Card play with one player per side seemed smoother than in our recent multiplayer battles.  Both players had opportunities to attack and defend.  Game play seemed much more tactical and meaningful in nature since random off-board assets were kept to a minimum.  Not having much onboard artillery helped smooth the game too.  The rules and the interactions between parts are beginning to gel in my mind.

All in all, it was great fun.  Well done, Graham, for putting together a fine game!