David R. Moody  - Mar 31, 2008 3:41 pm (#22438 Total: 22481)  
What has mood to do with it? You fight when the necessity arises--no
matter the mood! Mood's a thing for cattle or making love . . . . It's
not for fighting. 

ConQuest Sacramento AAR Part I 

Saturday morning I hit the road fairly early, before 8 AM. Long drive to
Sacramento--I'd forgotten how long, since I haven't been in many years.
Actually, it was even further, because I had to go to Rancho Cordova, on
the other side of our state capital, and the Marriott Hotel there, venue
for the third annual ConQuest SAC. 

So I took 80 all the way up, then US 50. Bit wistful for me, passing
through Vacaville; in the old days we'd stop at the Coffee Tree for
breakfast or dinner and the Nut Tree for fun (one of the best aviation
bookstores I've ever seen, and once my dad and I drove up there and
waited in line two hours to meet Chuck Yeager and his wingman from World
War II, Clarence E. "Bud" Anderson, and get their autographs). Both gone
now; only acres and acres of outlet stores remain. Progress, I suppose. 

Anyway, I got there, found ample parking, got my badge, and found my
friend Jason Pipes (we were staying there together), who had gotten
there the night before, picking up the room key so I could deposit my
things (box o' terrain and box o' minis for the Mockern game I was
running on Sunday, among other things). A quick cruise of the dealer
room later (nothing that I really wanted--no Battlegames mags, or any
minis mags in evidence--Decision was there, but nothing I really wanted
from them either) I headed into the main ballroom to sign up for the one
minis game (other than Jason's) I really wanted to play in: St. Mere
Eglise, using I Aint Been Shot Mum! rules 

I've been interested in those rules for some time, ever since I read an
article of a sample game using them in Wargames Illustrated. They seemed
fairly quick and fun; that, and the fact I can use minis based for
Flames of War was a major selling point. 

Smallish scenario: D-Day, and the Amis had one platoon of paras, with
two bazooka teams, two 57mm AT guns, and two 60mm mortars. They had to
hold Neuville and prevent the Germans from clearing them out and
advancing on St. Mere Eglise (off map behind them). Two of us took the
Amis, with two German players. 

We decided to deploy the AT guns, with the 1LT (one of the four Big Men
we got--leaders with special abilities) behind a hedge to shoot straight
down the road at the bridge the Germans had to cross, with one squad, a
CPL (another one of the Big Men), and a BAZ team in a nearby orchard,
behind another hedge. Second squad was across the road in a building to
cover the left, with the SGT and the second BAZ team; third squad was in
reserve behind the AT guns and first squad; Mortars with the 2LT back on
the high ground by a church. We preregistered them on an orchard just
left of the bridge, figuring the Germans would go there and set up a
fire base. We also had a sniper, who we placed in a building behind the
AT guns. 

So the Germans rolled forward, three platoons of infantry, and one of
StuGs. First two platoons tried to rush our main position, and got
slaughtered by the AT guns, mortars, and first squad. Our sniper tried
to zero in on the German company commander, but failed; the German
leader eventually died alongside his men after we moved our reserves up
to support first squad. Second squad tried to move up to flank the
Germans, but got caught up in a firefight with the German second platoon
and were pinned down. Then the Germans got their StuGs up, and third
platoon, plus MGs, went around to the right into the orchards and began
laying down heavy fire. 

We fired furiously at the StuGs, but were unable to penetrate the thick
armor; our losses mounted. We called for reinforcements. Second squad
along with the SGT and one BAZ team, in danger of being flanked, tried
to pull back but was cut to pieces as the German third platoon surged
forward. The StuGs knocked out our mortars and one AT gun, killing our
1LT; one squad of third platoon overran and captured the second AT gun.
Our third squad and what remained of first squad started to pull back. 

Then we got our reinforcements--a fresh platoon of paras! Two squads
lined a hedge on the high ground and laid down fire that cut up some of
the Germans in third platoon while the third occupied a building across
the road. Our sniper pulled back to join them as our CPL, seized with
heroic ardor, led the remaining BAZ team back. He detracked one StuG and
brewed up another with a rear shot! 

The remaining German platoon tried to outflank us on the ridge, but we
refused flank and slaughtered their lead squad as they came up;
meanwhile, the immobile StuG got a lucky shot and blew up the building
one of our squads had occupied. The remnants of our first platoon (one
squad plus some survivors from another) pulled back to the last line of
resistance. 

But by then the battle was over, and we had won, just barely hanging on,
fulfilling our objective while wiping out two German platoons, shooting
up a third, and mission killing two of their three StuGs (they had
orders to preserve their armor). A hard-fought game, and great fun. I'm
not sure I like IABSM better than FoW though--at least not enough to
spring for the rules yet. 

And I got a Too Fat Lardies T-shirt, in Large, which doesn't fit me,
alas. Chloe, my eight year old, wanted it for a nightshirt, so I let her
have it, and she had it for two hours last night before it got ostomy
bag leak on it. Have to do laundry tonight anyway . . . 


David R. Moody - Mar 31, 2008 3:42 pm (#22439 Total: 22481) 
What has mood to do with it? You fight when the necessity arises--no
matter the mood! Mood's a thing for cattle or making love . . . . It's
not for fighting. 

ConQuest Sacramento AAR Part II 

After St. Mere Eglise on D-Day, it was off to Afghanistan in more or
less the present day for Jason's modern skirmish game, using Dogs of War
(I think it was). Very very nice setup--he's gotten a lot more stuff
since last we played. Only one better that I've seen in person was the
Zombietown one a few tables over--they had (among other things) a motel
with working neon sign, diner complete with messes on the tables, and an
outhouse with stopped up toilet. 

The situation: we, as the US forces (two Delta Force teams, one Special
Forces team, and one Northern Alliance team, with CIA contact) had to
capture a target building believed to house a torture chamber, weapons
cache/factory, or something else Really Important. Problem was our
intelligence was not exact, so there was a good chance the building
identified was not the correct one. Also, there were civilians about,
and we had to avoid collateral damage. Our Taliban/AQ opponents got to
choose their posture (offensive or defensive) which determined the level
of civilian prescence as well as insurgency level and when they got to
shoot at us. 

There were three of us on our side. I took one of the Delta Force teams,
with a kid (maybe ten?) taking the other and the third player taking the
Special Forces/Northern Alliance teams. We decided to send the Special
Forces/Northern Alliance teams in on foot to take the objective, while
the Delta Force teams landed by chopper on nearby buildings to set up a
perimeter and prevent enemy forces from intervening. My team was to take
a building overlooking the town marketplace, while the second Delta
Force team was to land on another building opposite. 

Then we saw the deployment, which included what looked like a flak truck
near my landing spot. We changed our plan--I would land my team on a
building next to our objective; Special Forces/NA would take out the
truck; second Delta team would stay with the original plan. 

So in came the helos, and we landed. Both the Delta teams stacked up to
clear the buildings; bullets and RPG rounds sailed over the heads of my
men. Then--disaster! A lucky shot by a Taliban fighter on a rooftop
capped the leader of the second Delta team in the head! Serious wound. 

The kid pretty much failed his personal morale check at that point,
securing his building and getting his wounded leader downstairs for
immediate medical attention, then calling in the medevac choppers.
Meanwhile, my team cleared our building and sent our sniper up to the
second floor to snipe away (ineffectively, as it turned out) at fuzzies
while the rest of my team set up a perimeter and waited for the arrival
of Special Forces/local friendly fuzzies. 

Special Forces got their sniper in a high building and began moving
forward, getting into firefights with Taliban guys. Three of my men then
stacked up, and went into the objective. Nothing there! We got on the
horn back to base, who told us that it probably was the building we had
planned to land on originally! DOH! 

Then all hell broke loose. A suicide bomber burst out of a corrugated
shack. Fortunately one of our Special Forces guys capped him before he
could detonate the bomb, thus saving at least half a dozen men (and
winning him a medal). Then another Taliban fighter down an alleyway
tossed a frag grenade at the feet of the Special Forces team leader,
killing him instantly and mortally wounding the guy behind him (his
comrades dragged them both to the now secure first objective, where we
set up an aid station, but he died). We also lost a Northern Alliance
fighter badly wounded in the ongoing firefight. 

So we were in the shit--two leaders down, me senior officer on the
field, losses mounting. Still, we had a full Delta team left, so we
pushed on, clearing a shack, within sight of the new objective. Then . .
. another report from base. Nope, not that one--the one next to the
mosque, across the marketplace. Uh oh. 

We had killed maybe half a dozen Taliban at this point, mostly thanks to
our Special Forces sniper, but more were coming, and they had taken up
good firing positions to cover any move we made in that direction. Our
only real hope now: get the second Delta Force team in position to paint
the building with a laser so we could call in a precision strike to take
it out. The medevac chopper was on the way, and the kid got his men
moving again. Then one of them took a serious leg wound from Taliban
fire. 

That was all she wrote--we decided to bug out. What a clusterfuck. Still
great fun, and I could totally see it happening. And at least with the
game ending early I could go back to the room to finish labeling my
units for Mockern and read the paper before the flea market that night. 

Oh--the flak truck? Turns out it was a relic from the Soviet era that
hadn't worked in years. 


David R. Moody - Mar 31, 2008 3:44 pm (#22440 Total: 22481) 
What has mood to do with it? You fight when the necessity arises--no
matter the mood! Mood's a thing for cattle or making love . . . . It's
not for fighting. 

ConQuest Sacramento AAR Part III 

Sunday morning got up and ate a light breakfast of blueberry muffin,
then off to the hotel ballroom to set up my Mockern game, using first
edition Napoleon's Battles rules. 

Didn't take as long to set up as I thought, and I think my new felt
streams and roads looked better than the old paper ones, though still
not quite right. Oh well, functional old-school terrain still works. And
I even got four players--two on each side--so I got to watch the battle
unfold and GM. 

Mockern is the northern slice (in the NB first add on scenario book, the
northernmost of four tables) of Leipzig. While Boney tried to whup the
Army of Bohemia south of town, Blucher and the Army of Silesia arrived
to the north, forcing the French VI Corps and assorted other units to
stay there and fight for the town of Mockern and the northern approaches
to Leipzig. 

The scenario, as written, starts at 7:30 AM with the French VI Corps
getting a few free moves before Blucher and the Russians (Langeron's
wing, consisting of the IX and X Corps and I Cavalry Corps) arrive at
9:30. When we did a dry run at Ryan's place we determined that took too
much time, so I decided to start the battle at 10 AM, when the Poles (a
division of the VIII Corps) arrives, thus letting the French and
Russians set up on the field. Even with that, we only got through six
turns or so (past noon in game turns) in six hours, so when I run it at
KublaCon I might move the start time to 11 AM and let everyone but the
lone III Corps division that arrives at 4:30 set up on the field. 

Anyway, Jason and one other fellow took the Allies (Jason the Russians,
the other fellow the Prussians) while one French player took the
infantry of VI Corps and the other took the Poles and all the cavalry (a
brigade each from III and IV Corps, left behind when those corps marched
away to fight elsewhere (or not, in the case of III Corps, which spent
16 October marching about aimlessly), plus two brigades (one French, one
Wurtemburger) from VI Corps).

So we had at it. VI Corps was roughly covering Mockern--one brigade in
it, one refusing flank back to the river, one division extending the
line down the road toward Leipzig, and one in reserve. The cavalry
covered the right flank of VI Corps, with the other cavalry brigades
screening the eastern half of the field (the battlefield was bisected by
a small stream) while the Poles (one infantry and one cavalry brigade
plus an artillery battery) came up behind. 

Jason formed his cannon (Russian army, so lots of guns) in a massed
battery and moved them up, while he sent his infantry at Mockern.
Artillery opened up on both sides, and Russian infantry began to fall.
But the Marie-Louises holding Mockern were pounded into Disorder, so
Jason sent in two brigades in column to try and clear the town. One of
them happened to be one of the units who got steamrollered at
Montmirail, so I hope they had a better time this time. 

The fighting raged fiercely; the Marie-Louises hung on, repulsing the
bigger of the two Russian brigades. The smaller one (the Montmirail
veterans) pushed the Marie-Louises to the edge--one more loss, and they
would have routed out of town. But incredible die rolling by the French
player saved the day, and the Russians routed back, leaving the battered
Marie-Louises in Mockern. The VI Corps commander pulled them out to
regroup, sending in a unit of veteran legere, as the artillery duel
intensified. 

Meanwhile, the cavalry of both sides engaged in a massive back and forth
fight off to the east, with the French getting the worst of it. The
dragoons from IV Corps and lancers (in their first battle) from III
Corps overran and captured a luckless Russian horse battery, but were in
turn routed back with heavy losses by Russian hussars and 'Guard'
cossacks (so called because of the day they had, routing two French
units and getting a bounce on a third before dispersing). 

Didn't go much better once the Wurtemburgers got into the fray. I was
very proud of that unit, one I painted recently, with their bright
yellow flag from Cotton Jim. They charged in, and got routed by those
cossacks. Routed. By. COSSACKS. Hairy smelly guys from the steppes with
big pointy sticks. In their FIRST ever combat. The cossacks got so full
of themselves they went Uncontrolled recall and slammed into a chasseur
unit (which has been in every Boney's Bats game I've ever run or played
since I started getting my own minis), getting a Bounce result even
despite being penalized for being Disordered and fording a stream. Wow. 

Anyway, the Russians tried again at Mockern, battering the light
infantry and sending in two more units, including jaegers (one of the
units I got from Tim). This time the legere got one hit away from
dispersal before the jaegers routed back, once again saving the French
line. I thought Jason was going to throw the dice across the room. Man
he had bad luck with the dice, while his opponent got the rolls he
needed. 

But losses were mounting among the French, as the weight of Russian lead
was beginning to tell. Despite silencing two Russian heavy batteries,
there were plenty more where that came from. Out came the legere from
Mockern; in went more Marie-Louises. The Russian infantry was pretty
much spent, but the Prussians were coming up--lots of pretty good units,
and their cavalry was coming up to support the Russians. 

The lancers fell back behind the Poles, who moved to cover the eastern
side of the field while the remaining French cavalry regrouped. The
Wurtemburgers redeemed themselves by charging and routing the Cossacks,
then controlled recalling into them, dispersing them (they'd had their
fun) then uncontrolled recalling into my newly painted Prussian
dragoons. The Wurtemburgers hit their dispersal number and so left the
field, after a hard fought first battle, but they caused the dragoons to
go uncontrolled, charging across the stream at the Poles. The reformed
French dragoons hit them, routing them back with losses, went controlled
and overran two Prussian horse batteries (one of which was newly
painted--not a good day for the recently painted), then hit THEIR
dispersal number. 

Behind all this, the infantry of the advanced guard of the Prussian I
Corps (one grenadier unit, one landwehr unit) formed to cover the flank
while the rest of the Prussian cavalry went it. The landwehr cavalry
(the first unit I ever painted for Napoleon's Battles, and in their
first battle as a unit--one base had seen action at Montimiral, attached
to the uhlans) charged the Polish infantry (newly painted/first battle)
who had formed square, and were routed back by artillery fire from
Polish and French guns; the uhlans charged the Polish lancers and routed
back. 

By then it was around 4 PM, one of the Allied players had left already,
Jason had to go too (and wasn't too sanguine about his chances after the
Russians and Prussian cavalry had been shot up), so we called it. It
would have been interesting to see what would have happened when the
Prussian infantry had gotten into action; VI Corps, already hard
pressed, would have been even more so. The arrival of the one division
of III Corps would have proved decisive. As it was, minor French
victory. Great to see the lads in action. 

So I packed up, got dinner at In 'n' Out, and drove home to see my
girls, weary but covered in glory. Awesome weekend all around. I even
sold $35 worth of games and traded for a copy of Imperium Romanum (West
End) and a General mag featuring Napoleon at Bay.