Monday 8 January 2018

BoB first game.

The Archaeologists are just to the right.
One of the things I like in games is not knowing what the other player is supposed to do. In other words hidden objectives. In reality no battle is won if both players know ALL the facts. It is enough to know what your objective is and IF you can deduce the opponents objective things SHOULD go easier. But there should be an air of Mystery at least at the start. So when I set up the "Back of Beyond " game I was expecting 4 players .But only had 2! Rather than being a hindrance I tried to look on it as an advantage. Thus Graham played the Russians (they could be white or red Russians depending on what he wanted, ) While Matt played the Indians.

Rolls Royce armoured car arrives for Matt.
From grahams point of view: The Indians had invaded his area and needed to be sent back across the border with their tails between their legs, the Dogs!

From Matt's point of View: the Esteemed Archaeologist had found something vital to the crown while travelling in the BoB and needed to bring it back to British control.


A HMG and a lorry load of infantry reinforces Graham
It is worth mentioning that all vehicles could ONLY
 move on the road or get bogged down in sof sand.
The Rules were "Triumph and Tragedy" set some where north of India in the late 1920's. Matt had the only hero "Henry Simons-Parker" an archaeologist who will no doubt turn up in further adventures . As in the rules Heroes do not die unless the GM (me decrees it so! I did not decree it so! (That's not a spoiler as he could still be captured or wounded or anything else I could think of if he did actually die in the game.

Each side started with 2 units on the table. Two of Grahams choice but Matt only had 1 choice, the other being the rabble of diggers that seem to accompany archaeologists everywhere. The diggers were the worst troops in the entire game. with the hero being (by far) the best.

The first few turns saw matt leave the dig site and head to the large compound where he had some Punjabi troops waiting in cover. Graham was fortunate enough to bring on a HMG from reserves and move up into better positions with the rest of his troops.

Despite telling ALL players that vehicles had paper thin armour and could be destroyed by normal small arms fire Matt bought on a Rolls Royce armoured car and as it drove up the road spraying bullets from its HMG. Graham in a lucky shot was able to destroy the HMG and kill the gunner with his very first shot! Thangs were not going Matts way.  The armoured car was targeted several more times and eventually lost a tire and the vehicle commander so by the end of the game it was just a bullet magnet and mobile baracade or at least that is how Matt used it. But in reality without a commander or a gun and with only 3 properly functioning wheels what other choices did he have.

Player who had never played before
quickly picked up the rules
despite my mistakes.
(Which were mostly rectified)
matt did bring on another Punjabi squad. these on paper were better troops than Graham had. but Graham had the dice gods on hid side and the noose tightened around he Archaeologist . having set his troops to advantageous positions in the first few turn from then on the HMG and 2 squads were able to bring a consistent and withering fire on Matts figures. Both sides learnt the use of cover in the rules very quickly and while both did play well. The loss of the armoured car was a telling blow to Matt.

Matt separated Henry Simons-Parker from the unit and kept the unit closer to Graham thus providing a meat shield of protection. As Graham had to target the unit as opposed to the individual.


 None the less there was only one avenue of escape left to Matt (if escape was the plan.). Matts Punjabi troops left the compound and took to the road. using as much cover as they could. Which was actually mud brick walling, and wheat fields (hard and soft cover)

Graham was having the best of the shooting but not by much. Grahams troops tended to want to shoot at the Rolls Royce even when Graham would rather they shot at more fleshy targets. However Mastt was able to get a little relief and forced one of Grahams units to run out of sight and "Recover". Matts Tactic with his slightly superior troops were to take the recovery option in view of the enemy and risk routing from the table. Luckily  for matt he was always able to make the morale test and his officers were able to steady the troops nerves.

In the final turn Matt escaped most of his troops
Towards the end of the Game Graham bought on the artillery . This was a Secret mission for him . It was considered by high command to valuable to loose  or even fire and it was just included in the game to scare Matt. It had no other in game purpose. But Matt never knew this. The idea being if more players only the controlling player would know it was not able to fire and a minor argument among allies might result when it was not used to "save" the Day, the game or his troops! In reality its only purpose was to give the Indians another target. Graham being sensible never allowed it to be targeted, and as all of his side (just him in this instance) knew it was just a distraction a lot of the sub plot was missed.

Conclusion: \Matt was able to escape with most of the diggers and Henery Simons-Parker. Some of the diggers no doubt would die of their woulds and other end up in erhm.. "detention". Having been casualties. Most were un harmed. Like wise many of the Punjabi's did not make it back across the border either captured or dead in battle.

The rules worked quite well and I anticipate another game. I will of course need a further read of them and a minor study of them. Overall I was very happy with the game and how the rules worked.

Graham lost less troops and was awarded a minor victory. A major victory if Simons-Parker was stopped but as he made it across the border and later went on to publish his results in the Royal Institute papers. being of a military mind you paid the results of the dig little heed but you did glean something about the Ice age animals not dying out as far in the past as previously though... All a load of pseudo-scientific hog wash of course, now where is that waiter with the brandy?





20 comments:

  1. Nice AAR Clint, it's funny how vehicles always become bullet magnets

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    1. Thank you Dave. I think that no doubt says something about us as wargamers.

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    2. Its called kill the big shiny thing as big things are hurty things syndrome. Works the same in most games lol!

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    3. Thanks Simon, not heard of it before but it makes sense.

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  2. An enjoyable read. The game sounds like it was a lot of fun.

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    1. Thank you Roy. It is a fun setting. The rules are OK but nothing outstanding just good basic rules. It is I think the setting that makes it fun. Almost anything could happen.

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  3. That was absolutely awesome Clint. I loved it a lot. The rules sound great and I loved how despite your warnings, the armoured car sought to blaze a trail through the enemy and quickly became unstuck. Bravo, sir!

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    1. Thank you Blax. The setting I think adds a lot to the game. The armoured car was particularly unlucky it could have been very different indeed.
      The rules are basic but work well enough. And I suspect there will be more games to come.

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  4. That looked like a fun game. Nice batrep, Clint.

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    1. Thank you Bryan. A nice easy fun game to start the new year is all I wanted and these rules allowed that. Knowing what I know now I could run it better but when has that not been the case.

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  5. Nice report Clint! I shall look forward to more instalments from BoB!

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    1. Thanks Ray. It is even possible for you to take part. The rules are not taxing and yet give a game. Armoured vehicles as demonstrated are NOT powerful at all. Another BoB instalment soon (I hope)

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  6. BoB, up and running and running well, despite a few minor blips,by the sound of it. Good action report and I guess there were a few laughs along the way too.

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    1. Thanks Joe. Only just up an running. But at least staggering along. In my head I have the next battle already planned. But probably need a little build first.

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  7. Nice report. Sounds an enjoyable little ruleset. Certainly looks good.

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    1. Thank you Simon. The period and setting appeal to me which is the main part for me. As for the look, once you have built an Afghan board you kind of want to use it when you can.

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  8. Great batrep Clint, and here's to some more BoB to come in the future :-)

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    1. Thank you Addict. I do have plans for more games, but I am sure all at the club have equal plans for their own games. best not appear greedy and always want to play my own games.

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  9. Very nice mate, as you say the setting obviously enhanced the game but I really love the hidden objective rule as it adds an element of uncertainty to the game.

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    1. Thank you Andy. I feel as if every player should have a hidden objective some of which may be at odds with your own team (in multi player games). For example make sure player x takes more casualties than you (where player X is on your own team). At the end of the day you never really know what someone else is thinking or planning, you may have a shrewd idea but you will never be certain.

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