Help support TMP

"Square Bashing again - the Turks attack" Topic

16 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

For more information, see the TMP FAQ.

Back to the Early 20th Century Battle Reports Message Board

1,159 hits since 8 Dec 2012
©1994-2018 Bill Armintrout
Comments or corrections?

vtsaogames Inactive Member08 Dec 2012 7:11 a.m. PST

We played our third game of Square Bashing Thursday evening, using the full pre-game mini campaign. Tom got the Turks and I had the British Empire. Ken observed the game.

Tom rolled well and got three additions to his assets, +6 shock (crates of grenades?), +5 point barrage (German ammo) and Ataturk no retreat from one lost fight. I got an addition to upgrade two of my infantry battalions, and another that increased my rolling barrage. Using the first gave me 5 professional battalions, very nice indeed. All this good die-rolling doomed Tom to the offensive, an attack in force.

I set up the terrain and ended up doing the same as the others I gave up one objective (a wooded area) deep in enemy territory so that the other three (crossroads, ruined farm, rough hill) were in my defensive line. I had all the rough terrain in my defensive line but Tom managed to move two wooded areas in front of my left center to provide cover for his advance. Between having mostly professional infantry and machine guns in my front line, I survived the opening depletion pretty well, I lost 4 stands of infantry. One battalion, a machine gun company and a field battery were transferred to my reserves. We've seen a lot worse.

Away we went. I summoned a suppression barrage. Most of it didn't land on his troops but it still held up his attack as much of it drifted closer to my lines and kept him from advancing for a turn. He tried to summon the Turkish air force but it must have been carrying the army CO's personal baggage. It didn't show up. The Turkish infantry great mobs of poorly trained troops surged up to the British line and firing broke out. I put a point barrage down on some Turks. Some of it drifted and I only landed on one square with enemy troops. I rolled two for hits, but the reservist Turkish infantry failed both saves. On the next Turkish turn, the problem became apparent. I had only considered how many hits the barrage caused. But the Turks had to take a morale check with two casualties and three barrage markers. Taking a test with 5 dice is chancy indeed. They failed three dice, which saw a battalion and a machine gun company rout off the table. It was quite impressive.

Tom then laid a point barrage down on my right center and got two squares of troops. He rolled some hits but my professional infantry, seeking available cover saved all of them and no morale test resulted. I then laid a rolling barrage on his left flank and sent a couple battalions back a square when they failed morale.

As the Turks closed on my right flank I tried to build some hasty works on the hill with my field guns, but it seems the supply corps sent dinner spoons instead of shovels. The Turks assault two objectives, the cross roads on my extreme left (which had hasty works) and the rough hill on my right center (also festooned with hasty works). The attack on the hill was seen off with serious losses. The attack on the crossroads poured over the hasty works and sent my professional battalion back. I had forgot to move reinforcements after placing them and needed to spend my next turn grouping a counter-attack. Meanwhile I summoned the RAF. Biggles appeared in a Sopwith Snipe and strafed Turkish field guns, getting three hits. But the Turkish gunners must have taken cover under their gun carriages they saved every hit. But my other firing saw a cluster of hits on the force which had just been repulsed from the hill. On their next morale test some units routed and others fell back a square.

Tom tried to build hasty works on the captured crossroads but his supply train must have been out of shovels too. I put in a counter-attack that recaptured the crossroads and rolled the 3 I needed to end the game. We played 7 turns in 2 hours 30 minutes, not counting set-up time, the dinner break and general shooting the bull.

The British won a definite victory by some 38 points. Turkish losses were some 2100 infantry, 3 machine gun companies and a field gun battery. British losses were some 300 infantry and a machine gun company. If I were to play the Turks, I would be trying to lose most of the pre-game thing to avoid having to attack. 20/20 hindsight helps. With just a point barrage available, the only other thing the Turks have for attacking is mobs of semi-trained infantry. At least on the defense they can field a lot of machine guns.

vtsaogames Inactive Member08 Dec 2012 7:35 a.m. PST


vtsaogames Inactive Member08 Dec 2012 7:37 a.m. PST

Just figured out how to post photos, thanks to another thread.



vtsaogames Inactive Member08 Dec 2012 7:39 a.m. PST

The Pasha's hand


DinOfBattle208 Dec 2012 9:06 a.m. PST

Are there any online reviews of Square Bashing? I love WWI, but I was curious how Square Bashing handles this period of warafe.

Personal logo Dale Hurtt Supporting Member of TMP Inactive Member08 Dec 2012 9:20 a.m. PST

Ah, I am starting to see the grid dots. :^)

Great pictures and battle report. Thanks for posting.

Any online reviews?


Sean Clark Inactive Member08 Dec 2012 9:43 a.m. PST

Thanks for the reports. Excellent!!

DinOfBattle208 Dec 2012 10:35 a.m. PST

Hi Dale, that is a summary of the rules. I'm looking for 3rd party reviews of what makes it good or bad.

Shedman08 Dec 2012 11:28 a.m. PST

I've only done quick games so far which have favoured the attacker. Would you say the the standard game goes the other way or make sit more even?

Great report and thanks for the photos

martin goddard Sponsoring Member of TMP08 Dec 2012 3:34 p.m. PST

A great narrative. A very good idea to start with the quick games.



vtsaogames Inactive Member08 Dec 2012 4:56 p.m. PST

So far, out of three games we've had three defensive victories. The Turks have pulled out two minor victories thanks to their handicap. The Brits pulled off this definite victory thanks to a line of professional infantry studded with machine guns and effective off-table artillery.

We like the terrain set-up better than any we've seen so far. We find the DBA terrain setup kind of anodyne. And we like DBA.

The combat is fairly simple, though we are still wrapping our heads around the different sequences and mechanisms of this game. This is our first set of Peter Pig rules.

Do we like it? Our fussy crew has played three in a row and still looks forward to more, though a board game also beckons as competition.

vtsaogames Inactive Member08 Dec 2012 9:28 p.m. PST

On the other hand we prefer games where all die rolls are biased the same way, that is all high rolls are good, all low are bad (or vice-versa), rather than some one way and some the other.

In Square Bashing II, you want high rolls in combat and when trying to save hits. But you want low rolls during depletion and morale rolls. This is not a deal-breaker, but we prefer the designer do the extra work to bias all die rolls the same way.

martin goddard Sponsoring Member of TMP09 Dec 2012 3:20 a.m. PST

Good points.
The different directions of dice is in order to apply a dampening effect to the player at the end of the game who wishes to diminish the opponent's victory by claiming "I had a lot of of low die rolls, that is why I lost not because of your brilliance and plan"(then he can be reminded that his morale must have been excellent throughout). Conversely the player who claims he lost because you rolled high dice all the time can be rebutted with a statement of " well my morale must have been abysmal. The dice rolls direction is therefore to encourage players to accept their part in their win/loss rather than let the opponent talk it off as just bad luck on every occassion he rolled dice in the game (probabaly about 120 ocassions!. Of course your group can reverse the morale score very easily by having 1,2,3 as a morale fail. The rules are designed to combat many of the little things that might give upset. Another PP rule in the book is that a player must use a single colour of D6 and not chnage them during the game. thsi rule stops the fussy /time waste of "I am looking for my spoecial saving D6", "this D6 is not rolling well, I am going to look in my Bag for a diffrenet D6"… Every little bit is intended to make abetter feeling for the players at the end.

Having said all that, it is your game and if you can make the game better in the club then go for it and post those game reports!

All the best


vtsaogames Inactive Member09 Dec 2012 12:12 p.m. PST

One advantage of all rolls being biased the same is you don't need to check the rules to know what's a good roll. Otherwise it's just preferences.

Another game I like that does this is Volley & Bayonet, where you want high dice except when checking morale. Nothing is a dispiriting as rolling low dice for combat and saves until it comes time to check morale. Then you roll a cluster of sixes…

martin goddard Sponsoring Member of TMP10 Dec 2012 10:49 a.m. PST


Dropship Horizon Inactive Member20 Jan 2013 5:15 a.m. PST

Vtsaogames, can you tell me where your Anzacs came from?


Sorry - only verified members can post on the forums.