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News

Origins 2025 will be held in Columbus OH from 18-22 June, and the Wargame HQ will be back with over 150 events across all 5 days, and publishers like GMT, Decision, Fort Circle, Catastrophe, Ares, and the Dietz Foundation all supporting us.

Author Topic: Whats on Your Table?  (Read 275236 times)

JudgeDredd

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Reply #1125 on: December 12, 2024, 04:05:10 AM
lol

I'm just looking wondering whether I should be pulling the US units back.

9th Combat Command at Beaufort and the 12th Reg 4th Div at Echternach are holding the south river Our and Sauer. They are in strong positions (in villages so double in strength with a shift left for combat across the river) and also the Germans failed to move across the Our at Vianden meaning they're not in any potential trouble - but they could be pulled back to Mersch and Ettlebruck or Diekirch

I'm just aware as soon as I do that, they are giving up strong positions and the Germans can cross the river.

Analysis Paralysis  ;D

neach-gleidhidh na h-Alba


bob48

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Reply #1126 on: December 12, 2024, 04:08:49 AM
Its worth sacrificing a couple of units if it means deniying road hubs for a few turns. Any delay to the SS Panzer Divisions, especially the 12th, will cause the Germans problems.

“O Lord God, let me not be disgraced in my old days.”

'We few, we happy few, we band of brothers'


JudgeDredd

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Reply #1127 on: December 12, 2024, 05:05:46 AM
 :bigthumb:

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Putraack

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Reply #1128 on: December 12, 2024, 10:24:20 AM
I'm solitaire-learning France:1944 (Compass). The playbook has nearly all of the shortened first turn as an Example of Play, so I walked through that and played the 2nd turn solo. The game has 4 scenarios, but all start from the last week of July, so the D-Day landings and grinding through Normandy are skipped.

Last night, I reset and started again. There's a fair bit of thinking & planning involved in this game system, I'm looking forward to it.




bob48

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Reply #1129 on: December 12, 2024, 12:19:01 PM
Looks like an interesting game  :bigthumb:

“O Lord God, let me not be disgraced in my old days.”

'We few, we happy few, we band of brothers'


JudgeDredd

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Reply #1130 on: January 13, 2025, 07:23:42 AM
I'm jumping into this.

Let's see if it's a keeper or ends up on the sale heap

« Last Edit: January 19, 2025, 08:46:56 AM by JudgeDredd »

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BanzaiCat

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Reply #1131 on: January 13, 2025, 11:55:31 AM
I put Eleven: The Football Manager Card Game on my table yesterday. And it has a bigger footprint than Mr. President, lol. That's just the base game itself!

Having a great time with it and it tells a fun story. I might do an AAR on this one. I backed the entire thing all in and have all the expansions, including the Solo Campaign, which has branching paths. I think that would make excellent fodder for a story.



bayonetbrant

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Reply #1132 on: January 13, 2025, 12:35:45 PM
Did you pick yourself up as a free agent?

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BanzaiCat

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Reply #1133 on: January 13, 2025, 12:37:39 PM
Did you pick yourself up as a free agent?

Of course! I had to.



JudgeDredd

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Reply #1134 on: January 19, 2025, 08:47:21 AM
I'm jumping into this.

Let's see if it's a keeper or ends up on the sale heap
The manual for this (Warfighter PMC) is an absolute dogfest...truly unforgivable. There are lots of things that are not explained or explained in a different area.

For example, I was looking at what I need to do to get a soldier to move. I assumed it was just an Action to be used - but it's not...and the true way to move is split over 3 sections of the manual...it's actually explained properly when looking at the page describing the player soldier card and it's values...but it's not explained well under the Entrance Cost of a location card and it's not explained well where it explains a soldier moving.

The additional re-write manual is a good source for ploughing through your campaign - but having to refer back to this manual (with no index) is proving somewhat challenging. Then when wanting to know anything about PMC specifically, of which there's a section, it's just a random list of things partially explained.

Not a single mention of Be Hit +/-# - saw the example on a video.

neach-gleidhidh na h-Alba


Grim.Reaper

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Reply #1135 on: January 19, 2025, 09:04:12 AM
I put Eleven: The Football Manager Card Game on my table yesterday. And it has a bigger footprint than Mr. President, lol. That's just the base game itself!

Having a great time with it and it tells a fun story. I might do an AAR on this one. I backed the entire thing all in and have all the expansions, including the Solo Campaign, which has branching paths. I think that would make excellent fodder for a story.

That would be great to see an AAR on the Football game.  I came close to buying when it first came out but wasn't sure how it would work on tabletop, much more use to playing this manager types of games on PC:)



Arctic Blast

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Reply #1136 on: January 24, 2025, 05:27:00 PM
I'm jumping into this.

Let's see if it's a keeper or ends up on the sale heap
The manual for this (Warfighter PMC) is an absolute dogfest...truly unforgivable. There are lots of things that are not explained or explained in a different area.

For example, I was looking at what I need to do to get a soldier to move. I assumed it was just an Action to be used - but it's not...and the true way to move is split over 3 sections of the manual...it's actually explained properly when looking at the page describing the player soldier card and it's values...but it's not explained well under the Entrance Cost of a location card and it's not explained well where it explains a soldier moving.

The additional re-write manual is a good source for ploughing through your campaign - but having to refer back to this manual (with no index) is proving somewhat challenging. Then when wanting to know anything about PMC specifically, of which there's a section, it's just a random list of things partially explained.

Not a single mention of Be Hit +/-# - saw the example on a video.

Oof. That sounds like 100% pure nightmare fuel. There is nothing that puts me off a board game faster than a bad rulebook. I'll sometimes just box them back up and sell em off without even playing.



bob48

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Reply #1137 on: January 24, 2025, 05:55:02 PM
Plan to get Revolution Games 'Kernstown' on the table. I very much like the Blind Sword system.

“O Lord God, let me not be disgraced in my old days.”

'We few, we happy few, we band of brothers'


Arctic Blast

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Reply #1138 on: January 24, 2025, 06:01:17 PM
Our new DnD campaign (Rime of the Frostmaiden) kicks off tomorrow. I cast aside my usual punchy boy character classes and went with a Warlock this time. Also, every character has a secret that none of the other players know about - I don't know what everyone else is rolling with, but I was captured by aliens, their ship crashed near the Ten Towns, and I was found wandering the Arctic wastes blathering about "They took me!" Now I have some mystery symbiotic creature living within me who I need to feed people's memories to. I sense horrible hijinx.



JudgeDredd

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Reply #1139 on: January 25, 2025, 04:46:14 AM
I'm jumping into this.

Let's see if it's a keeper or ends up on the sale heap
The manual for this (Warfighter PMC) is an absolute dogfest...truly unforgivable. There are lots of things that are not explained or explained in a different area.

For example, I was looking at what I need to do to get a soldier to move. I assumed it was just an Action to be used - but it's not...and the true way to move is split over 3 sections of the manual...it's actually explained properly when looking at the page describing the player soldier card and it's values...but it's not explained well under the Entrance Cost of a location card and it's not explained well where it explains a soldier moving.

The additional re-write manual is a good source for ploughing through your campaign - but having to refer back to this manual (with no index) is proving somewhat challenging. Then when wanting to know anything about PMC specifically, of which there's a section, it's just a random list of things partially explained.

Not a single mention of Be Hit +/-# - saw the example on a video.

Oof. That sounds like 100% pure nightmare fuel. There is nothing that puts me off a board game faster than a bad rulebook. I'll sometimes just box them back up and sell em off without even playing.
Well - I am giving it a go now. It's hard work for sure.

The rulebook made it a nightmare. No index means endless scrolling through it to find something.

Another difficulty with the game - though it's my problem not there's - is the key words. There's quite a few and trying to remember to impliment them. Not just keywords - options you have on your kit. It's all very well detailed and adds alot to the game - but damn - shite manual = it's really difficult to keep on top of alot of it.

Thankfully they did include a player aid that has the key words on it - this thing is 8 pages but at least it's in alphabetical order.

I'm now on my third attempt at trying my first mission - again, due to not really implementing everything right. I wish I wasn't so bloody ocd about stuff like that. I guess we all have it - to a degree - but it does cripple me when playing. The whole idea of getting this game was to run a mercenary company and all I've managed to do is set the company up and then play the same mission (without completing so far) three times.

This is the final showdown. I've just got to get on with it. If I don't, it's getting boxed up.

One other thing about a bad manual...it limits your ability to just pick it up, have a cursory refresh of the rules and get playing. An easy rulebook allows you to park a game for months and when you want to play - get the rule book, sift through it and start playing. So even if I do get thei game going and run my company for the 6 months (no idea why they limited it - why not just let it crack on) - it's unlikely I'll be able to get it out and play again.

Anyway - I'm off to get the first mission done.

neach-gleidhidh na h-Alba