Below is Part 2 in Michael Gustavsson’s Playthrough AAR of FAB: Crusader. Part 1 an be found here. Enjoy! -Rachel
Category Archives: After Action Report
Carroll Burns the Bridge, Part 3: A Narrative-Style AAR for Death Valley’s Variant Cross Keys Scenario
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This is the third installment in a three part series depicting a playtest for one of the Alt-History scenarios from Death Valley. Parts one and two can be found here and here. The action here starts with the 1400 turn; see my previous articles for the 0800-1000 and 1100-1300 turns.
FAB Crusader AAR: The Winter Battle of North Africa 1941 (Part 1)
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Setup
Situation: The Allies reached their starting positions during November 18, now they are ready to attack. However, there are no signs of Axis units, except for some recon units which was driven away by own recon screen bolstered with a tank detachment. Due to lack of information on Axis positions, the Allied commander, General Cunningham decides that the three objectives for the initial phase of Operation Crusader will be Bir el Gubi, Sidi Rezegh and Sidi Omar. However, to relive the Tobruk Garrison is still the main objective. The Axis led by Erwin Rommel are unaware of the impeding attack and is focused on their own planned assault on Tobruk.
Carroll Burns the Bridge, Part 2: A Narrative-Style AAR for Death Valley’s Variant Cross Keys Scenario
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Introduction
This is the second installment in a three part series depicting a playtest for one of the Alt-History scenarios from Death Valley. The action here starts with the 1100 turn; see my previous article (found here) for the 0800-1000 turns.
The Dark Sands: AAR of Designer Solo Campaign Game (Part 4)
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Below is the fourth part in an series of articles from designer Ted Raicer in which he shares an After Action Report of the Campaign Game of The Dark Sands. Parts 1, 2, and 3 can be found here, here, and here. Enjoy! -Rachel
Plains Indian Wars Turn by Turn: Sixth Draw Round
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Welcome back to our ongoing game of Plains Indian Wars. The game is entering its sixth round of a 10-12 round game. As this turn opens the Union Pacific is making headway but the Indians are holding their own. The Settlers and Cavalry have made very little progress, Still the Wagon Trains are having great success. Only two have been captured while two more are on the verge of making it into the Rockies.
Plains Indian Wars Turn by Turn: Fifth Draw Round
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Welcome back to our ongoing game of Plains Indian Wars. The game is entering its fifth round of a 10-12 round game. This round both players face minor defeats while railroad interests and wagon trains make the greatest gains. The faction discs are back in the bag and we’re ready to be drawn for the first draw. This is what the board looked like when last we left it.
The Dark Sands: AAR of Designer Solo Campaign Game (Part 3)
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Below is the third part in an series of articles from designer Ted Raicer in which he shares an After Action Report of the Campaign Game of The Dark Sands. Parts 1 and 2 can be found here and here. Enjoy! -Rachel
The Dark Sands: AAR of Designer Solo Campaign Game (Part 2)
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Below is the second part in an series of articles from designer Ted Raicer in which he shares an After Action Report of the Campaign Game of The Dark Sands. Part 1 can be found here. Enjoy! -Rachel
The Dark Sands: AAR of Designer Solo Campaign Game
by
Below is the first part in a series of articles from designer Ted Raicer in which he shares an After Action Report of the Campaign Game of The Dark Sands. Enjoy! -Rachel