Old School Tactical. Solitaire. An AAR.
Today we have a guest post from Darryel Cochran. He has been kind enough to test one of the solitaire scenarios that I designed for Old School Tactical. Here is his brief battle report followed by his thoughts on Old School Tactical.
Shayne Logan’s
Old School Tactical: Take That Town
(Mark's note. The Germans must get to the town before sunset. The Russians are controlled by the game.) Sergeant Voss
seems to go through Lieutenants like other soldiers go through socks, only more
so. They don’t even have names
anymore. Each one has a private goal of
getting Voss and his assault squads killed.
All Voss wants is a roof over his head and warm food for his men.
The current
Louie (must be out of his teens, thinks Voss) is very systematic, one
building-one fight at a time. Voss
thinks it might work. They have men and
bullets aplenty. What they don’t have is
time. Night is falling very soon, and
with it comes the unforgiving cold of the Russian hell.
Turn Four. The Lieutenant has captured the first
objective. Voss is preparing his men for
the hard fight against the stronghold across the creek. Without total control, none of the troops
will sleep tonight.
Two more
drives. Voss shakes a Russian rifle
squad with a lmg out of the woods (O13 grid coordinates) and Louie is able to come
forward for fire support. The lieutenant
does not stop there. He takes two squads
and the forward position.
But the last
light of day finds Voss and his countrymen shivering as they hear Russian
reinforcements coming forward to hold their village.
And another try... Few casualties for the Germans, but
they were only able capture the west side of the small creek.
Darryel's Thoughts.
OST…coming soon
to a table near you. I Kickstartered
this gem, but only at the $35 level. I
was convinced that a 2.5 by 3.5 foot map was never going to fit in my game
room. Then I saw the stretch goal
Stalingrad map, and I knew that the 17 by 22 inch mini-map I was pledging was
not going to sit well. So I had to go in
for the full package. One more CURSE YOU
MARK WALKER on the checkbook.
And what a
system this game is turning out to be!
Let’s get the
obvious out of the way: It is tough to
learn to count down on the turn track after a lifetime of ending the game on,
say, turn six. Record keeping is all
taken care of by various tracks on the map board.
The play’s the
thing. Players alternate impulses moving
or taking shots. You get a variable
number of “impulse points” each turn, and there are NEVER enough to do what you
need to accomplish. Tension is created
by the choices you make. Do I try to
shoot the enemy one more time, or do I need to get moving to take the next
objective? You just can’t always or ever
do both.
The game
portrayed here is a semi-solitaire effort.
What does semi-solitaire mean?
Most gamers who play two-player games alone play both sides to the best
of their ability. Here also. The Russian has a set of general rules as to
which unit acts and what that unit does.
Most usually it will fire on the nearest or strongest forces that you as
the Germans have. Most usually it will
gum up all of your plans to get the mission completed. The Russian also has four opportunities for
reinforcements in the form of line of sight control markers. These reinforcements can be a single passive
squad all the way up to a machine gun nest manned by a sergeant and two rifle
squads.
Does the
“semi-solitaire” work? Yes. The system spells out which Russian units can
fire. There are a few instances of WHICH
unit to fire, but in every case I fell back on the maxim of playing the Russian
to the best of my ability. The Russians
seem tough but fair as opponents. In a
straight up firefight, the Germans will win, but they have the onus of
aggression. A long way to go and a short
time to get there, so to speak. The
German will have an uphill fight with this scenario.
A quick note on
the Vassal Module. I do not have a lot
of experience with Vassal
(cardboard is just so warm and friendly). I am guessing that the vmod will be released
for general consumption at about the time the game comes out. It contains all three maps soon-to-be
available, the Russian countryside, the winter version of the same and the
Stalingrad expansion map, all bee-yoo-tee-ful.
The controls are easy to use, and the units from OST East Front are
available, including the panzers that would have been helpful during my solitaire
excursions as posted. It needs a little
polish, mostly in nit-picky ways like remove the extra PZKW IV E from the
roster. The Turn, Impulse Point and Casualty
Tracks are on the outside edges of the map, so they can be “out of sight out of
mind” is you are not used to the system.
I have played
this scenario several time now, and the Russians just sit back and snicker at
me. If I move too quickly they opp-fire
and ambush me. If I move slowly and
defeat them in detail I never make it across the river. I will continue, and someday I will find that
fine point in the middle (and I surely will not be stymied by low dice rolls!) Good work, Mr. Logan!
Darryel Cochran
10/25/2015
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