The Allies had their share of good weather and will now have to pace up the battle for France. Its time for them to capture CHERBOURGH and to go for a breakthrough.
When I play wargames I regularly read books on the subject, view movies, and do some background research. For Dark Summer only the first few turns are well covered by the many publications on D-Day. One interesting source I came across recently is the Imperial War Museum’s website with several articles on D-Day and Normandy. The German Response to D-Day, What Happened After D-Day, and Tactics and the Cost of Victory in Normandy are but a few such articles that will give you more insight into this campaign.
Another book I read some time ago and that I much recommend is If You Survive (George Wilson) written from the perspective of a junior infantry officer that took part from the Saint-Lô breakthrough July 1944 to the assault on the Siegfriedlinie February 1945.
Dark Summer is the latest addition to my wargames library. I consider it one of the COSIMs for casual gaming as the rules are few with little crome and thus fairly easy to learn. Moreover the extended example of play is an excellent starter to understand the rules mechanics. Therefore I am confident that face to face it should produce an outcome in a few hours of enjoyable game time. The chit pull system off course makes it most suitable for solo play.
So off I go and replay the Battle for Normandy from D-Day to the Allied breakout towards Brittany and the final exploytation phase over the Saine river and to the East of France.
In my second play of the Fall Blau scenario I played both opposing sides more aggressive. I reasoned the German Army Groop Command would want to repeat the stunning successes of 1941 encirceling and destroying large numbers of Sovjet units. Therefore I let the attack with little regard to own losses. The Sovjet basically fight a delaying battle, but do get ample units to stage some counter attacks.
One of my newest aquisitons in wargames is Stalingrad ’42. I played the Case Blue scenario to get to know the game mechanics. All in all they are quite familiar to me, similar to Ukraine ’43 and Holland ’44 with minor differences and game specific rules. I like the medium complexity of the rules as they allow for a fluid fast paced game. I think this particular scenario could be played in an eveneing when you are somewhat familiar with the rules. The campaign game probabely takes an entire weekend to complete.Continue reading
For GT3 the DPRK ground forces are to break through all along the DMZ and to finally initiate the encirclement of Seoul. The main effort will be in the KPA II and V Corps area. DPRK will introduce KPA 108th and 425th Mechanized Corps of the second strategic echelon with the mission to gain the line Pyeongtaek to Wonju.
Since I read Herfried Münkler’s book The Great War three summers ago I got more and more interested in understanding the root cause of this world encompassing conflict. I wanted to better understand the strategic and operational thinking of the political and military leadership of the countries involved. Also I was and am fascinated about the effects that the war’s outcome and its unresolved problems still have on world politics today. Only since the end of the Iron Curtain have we become aware of the underlaying dynamics when we have seen several of these unresolved problems turning into regional conflicts.
To me wargaming is a multi-dimensional approach towards learning about such subjects. It involves reading, gaming, visiting museums, travelling to battle fields, viewing films and listening to lectures. All this is quite possible, if you live in Western Europe as I do. The green fields of Flanders and eastern France are only a 200 km drive away.
For GT2 the scenario states an DPRK Initiative Turn. This is important as an initiative turn provides three movement and combat opportunities to the attacker. Right now the northern offensive has broken into the ROK line of fortifications in all secors of the front. This turn the KPA needs to break through the DMZ. The DPRK Supreme Command decides to reinforce success and shift the main point of effort to the central sector. The object in this sector is to break through the DMZ and take the city of Uijeongbo.
In this scenario I assume the Democratic People’s Republic of Korea (DPRK) leadership sees a favorable opportunity for reuniting Korea under communist rule. Everybody is taken by surprise including their Chinese allies who now face a dilemma. On the on hand they are unwilling to risk major hostilities with the US, but at the same time a downfall of the north korean regime with the possibility of US allied forces knocking at china’s dorstep is a national no-go. The People’s Republic of China (PRC) therefore decides to keep their intervention to logistics, intel, some air and naval assets, and special operation forces, in game terms: Intervention Level 2: +9 VP to Allied [UN+1].
When I looked around for WW 1 CoSims I came around several downloadable wargames titles. As I have access to a high quality laser colour printer this is an interesting option to try some games at low budget. My first try was In The Trenches: Devil Dogs that I obtained from Wargames Vault.
Maps and counter sheets I printed on 100 gramms paper. First I had a go witth cut out counters only, next I glued them on thin cardboard and cut out the counters. below you see my first result.