AAR: The Road to Scoglitti & The Biazza Ridge

Originally posted 17th December 2011

It's off to Sicily for two great AARs covering battles from the Sicilian Weekend scenario pack.

First, Brian Cantwell takes us along the Road to Scoglitti, where US Airborne troops take on Tigers with nothing more than grit and determination.

Secondly, Robert Avery (i.e. me) follows the fortunes of the same paratroopers as they fight for their lives along the Biazza Ridge. The Tigers are on the rampage again!

The Road to Scoglitti

The Biazza Ridge

AAR: Three posted

Originally posted 18th November 2011

Three After Action Reports posted today, all of which have previously been posted on the TFL Yahoo Group. 

First up is the report from a game held at Stockholm Spelkonvent: a thrilling tale of two iron crosses!

IABSM at Stockholm Spelkonvent

CDS at Milleniumcon 14

Then it's a Vietnam game from Brian Weatherby held at Milleniumcon 14 using the first scenario from the Surf's Up scenario pack.

Finally, Max Maxwell reports on his last game of IABSM2...before, of course, moving on to IABSM3!

TFL Gamesday: Tobruk

Originally posted 16th June 2011

The TFL Games Day 2011 took place on Sunday 12th June, with the action being a re-fight of the Commonwealth break-in to Tobruk in January 1941.  Seven games were fought during the day. In the morning, the Commonwealth troops broke through the Italian perimeter. A lunchtime interlude saw the Matildas of 7TRT attempting to suppress the main Italian gun line. Finally, the Commonwealth troops fanned out, with three games charting their progress inside the perimeter.

Full reports of the day's play, plus tons of photos!

Playtesting Q13

Originally posted 6th June 2011

I'm expanding the quick IABSM sci-fi expansion I did in one of the Specials, Get Your Frickin' Tentacle Out Of My Face, into a full blown, stand-alone set of rules. It's going to be significantly different to IABSM, CDS and GYFTOOMF, although the basic mechanics (and concepts for the latter) will remain the same (-ish!).

Here's a quick AAR from our first playtest of the full rules.

Drones from GZG

The expanded system worked very well, with a few inconsistencies dealt with minor amendments. What is obvious is that facing a force with aircraft with none of your own or any AA cover is a recipe for disaster, which makes perfect sense when you think about it. Imagine the drones as Apache helicopters...

The much-expanded definitions (of troops, weapons, movement) and core rules worked really well, although much more playtesting is required to check game balance. What was good was the way that Tech Level played an important part in things (increasing chances to spot, targeting, damage etc) without slowing the game down at all. Also fun was the use of a Drone Operator: with the real damage being done to the Felids when the overall commander of the human force used his entire turn to activate said DO, who was hiding behind a hill on the other side of the battlefield, who then used his activation to "send in the drones". Playing the Felids I definitely found the threat of air attack ended up defining my tactics!