Battle Command: The Bulge After Action Report Part 5 — German Turn 3

German Turn 3 – Searching for the breakthrough.

Card draws are the same on Turn 3 as on Turn 2. The Germans get a lot of fuel to power their advance, particularly for 5th Panzer Army (yellow), whilst 6th Panzer Army get a valuable Force March. Importantly, the US gets another Garrison, 2 Replacements, and 2 Engineers.

More US units stream onto the battlefield, including three Elite 3-strength formations (20th Infantry, 82nd Airborne, and 101st Airborne. There won’t be any US reinforcements next turn, however, so these will need to be positioned wisely.

Battle Command: The Bulge After Action Report Part 4 — U.S. Turn 2

The Germans kick things off this Turn with a draw of 5 cards, as the US get nothing!

The US then play a Reinforcements card to build up the 1st Infantry which are coming in as reinforcements from Zone A. Another step will see them become a powerful Elite 3-strength unit, so it’s worth investing this in them rather than holding back to repair a different unit later.

Battle Command: The Bulge After Action Report Part 3 — German Turn 2

German Turn 2 – Schwerpunkt.

The turn begins with cards being drawn. The Germans maintain a strong advantage here through much of the game, starting with a draw of 9 cards. The US draws 7 to begin with, but the hap will be larger during their own Admin phase.

Neither side knows what the other has drawn. The Germans have a decent mix of combat cards and echelons (colors corresponding to the different Armies), but few Engineers. However, they do have the Engineer that really matters – 6th Panzer (yellow), which will allow them to repair the bridge into Marnach, and thus can strike over the river into Lullange this turn if they want to.

Battle Command: The Bulge After Action Report Part 2 — U.S. Turn 1

U.S. Turn 1 — Hold the line!

The northern flank at the end of German Turn 1.
The southern flank at the end of German Turn 1.

The US player has very little to do on the first turn, but there is one big decision they need to make. Will they continue to stand and fight in Marnach, or pull back? The advantage of staying is that it means the Germans will be unable to supply combat operations to the south. If the Elite 26th Infantry were to cross the Clerf River to attack Wiltz, they would automatically go Out of Supply (OOS) and lose a “step” (strength point) at the end of the turn, because there’s no way for the Germans to trace supply past Holzthurm. Supply in this game is traced simply through a chain of friendly-controlled spaces (and note controlled – they can be contested). Without a bridge, though, you can only trace supply over a river border into the single space adjacent to that river.

The Newport Skirmish: Notes and Thoughts from SDHistCon East 2023

SDHistCon East, 2023

U.S. Naval War College Museum

Newport, Rhode Island

The Newport Skirmish: Notes and Thoughts

First, I want to thank Dave Stiffler for filming and posting these videos:


Miklos Rhode Island Part 1 https://youtu.be/lJFeMXD8N4A

Miklos Rhode Island Part 2 https://youtu.be/7_hE-28q01Y

Miklos Rhode Island Part 3 https://youtu.be/chADvoWGAu8

Miklos Rhode Island Part 4 https://youtu.be/WkoXVLtJuQ0

Miklos Turkey Hill Part 1 https://youtu.be/ez4_81EPR5o

Miklos Turkey Hill Part 2 https://youtu.be/kBCE0b7ToJA

Miklos Turkey Hill Part 3 https://youtu.be/eznRIkCSLfw


I didn’t know he was doing that. I occasionally saw him pointing his phone at me but assumed he was taking some still shots.  I hope you enjoy hearing the story as much as I enjoyed telling it.

We were blessed with good weather.  As late as the night before, we were concerned that we might have to cancel because of the threat of thunderstorms in the middle of the day.  Overcast and damp when we started, and it was sunny when we finished as you can plainly see in the final video installments.

We were so fortunate to have several members of the local battlefield restoration committee at Butts Hill Fort where we began our tour.  They added granular detail to the story and led small groups around the fieldworks.  They were prepping for a Centennial celebration the next day which was just plain good luck for us.  They were very gracious, and I know our folks were grateful for that added experience.

Battle Command: The Bulge After Action Report Part 1 — German Turn 1

German Turn 1 – Here Comes the Panzer Attack

Battle Command: The Bulge at set up

The game starts at the beginning of the combat phase of the first German turn. As they are on the strategic offensive, the Germans have access to a re-roll marker for the first half of the game, allowing them to force any one die to be rolled again every turn. They will have this advantage until the marker gets handed over to the Allied player at the half-way point. So they can deploy this ability to their best advantage, the Germans therefore choose to open with their most important combat and work their way down the list of priorities.

WBC 2023: Battles of the American Revolution After Action Report — Part II

Part II

The scenario for the Final match was “Howe’s Grand Assault” at White Plains.  Father Todd and I each wanted the British and so we bid.  It only took one round.  He bid zero and so I prevailed with a bid of 1 army morale point.  I surrendered it from my at-start morale, and we completed the game set-up.  Father Todd rolled for General Washington’s combat modifier and was successful in bringing Washington into the game with a combat DRM of “1” vs. a possible 0.  In a classic example of turn-about being fair play, his Militia Attrition die roll yielded the worst possible outcome and he had to remove seven militia counters from his deployed forces.  The seven units he selected amounted to 1,300 men!  The roads to upstate N.Y. and Connecticut must have been clogged with this human flotsam and jetsam as they streamed homeward, wanting nothing to do with His Majesty’s forces.  He made his secret die roll to determine his Ruse de Guerre set-up and we drew our starting hand of two Opportunity Cards each.  We were ready to start playing.  It was 10:00 AM.

WBC 2023: Battles of the American Revolution After Action Report — Part I

Part I

We tied our third-best attendance record for Battles of the American Revolution at the WBC this year with 31 players participating.  Among those were eight new, unrated players which speaks to the continued popularity of the series.  Also participating this year were six of the top ten AREA rated players which made for good leavening within the field.

I conducted a scheduled demo (since AGM Rob “Cappy” McCracken was an unfortunate late-scratch and couldn’t attend) as well as two 1:1 tutorial for individuals who couldn’t make the demo.  Among these folks, two showed up to play.

We ran six Heats to qualify eight players for the single elimination quarterfinals.  In-all, 52 separate games of BoAR were played from Heat #1 through to the Final match.  It was a long week for those players who committed wholeheartedly to the event, including the three players who had selected BoAR as their WBC team game.  On the other hand, the Swiss-Heat format provided others with maximum flexibility to come and go as their overall schedules allowed.  It was a nice mix. 

Introducing New Players to the World of SpaceCorp! — Session Report from The Boardgames Chronicle

We all are thrilled and waiting for another great space-related creation of John Butterfield – Away Team. However, there are still many players who needs introduction to the previous title from that designer which stormed hearts and minds of so many fans of our hobby (including the one writing this words) – SpaceCorp. And that is exactly what I hoped for, when recently my two regular boardgames buddies – Kuba J & Kuba G – agreed to join me in fantastic journey through the three epoch of Space exploration.

I got that game when pandemic hit and my initial plays were mainly solo and with my family – you might remember some of my reports playing this title with my sons, Natan and Kuba (yet another Kuba, yes!). This time they accompanied us in first era (as always, great distractors, spicing up the game). Let just briefly tell you how it went as well as what happened in second and third part of the game.

Mission 23.0 – The Last Hundred Yards: Vol II

“?? ????? ???ℎ ??? ??????? ?ℎ? ?????” – by Mark Hollett

I’ve always been a bit snarky about corporate mission statements and the like, but I’ve always appreciated the simple clarity of purpose in that commonly cited mission of the infantry. The Last Hundred Yards is a game that focuses specifically on closing with and destroying your enemies.

A motivated force in an improved defensive position is very hard to dislodge if they don’t want to go anywhere. Yes, you can blast them with artillery, encircle them, or just bypass them and that will work a lot of the time. But sometimes you really want the ground they are holding, and they will not leave unless personally escorted off the premises. The Last Hundred Yards series focuses on these latter types of engagements.